There's a fundamental problem in game curricula that a pamphlet cannot repair. When you teach game design, you are teaching critical thinking. You are teaching habits and attitudes that contribute to success as a designer. And you are teaching people to DO, to actually design games (generally to begin with, non-electronic ones, and electronic ones later).
What you should not be doing, because it's very little help, is teaching people to memorize a lot of material and regurgitate it on multiple-choice tests. Yet most teachers are content with that memorization as "teaching", not just in game curricula, in all curricula. I recall one college teacher who insisted on teaching the Windows 2000 operating system even though the school's computers only had Windows 98. She showed the students slides from the textbook. She said "they're scoring 80% on the tests", and I said, "but I bet they can't DO diddly squat." In another case a LONG time ago, a college taught COBOL at a location where none of the computers (Apple IIs) could compile COBOL. "Do"?
High schools have become pure training centers, where students are taught to memorize the answers to the end-of-class tests. The kids get to college and have no clue about thinking or about learning. Unfortunately, "memorize and regurgitate" is the easy way to teach, and multiple choice tests are easy to grade (Blackboard can do it).
Actual successful practitioners are often not allowed to teach subjects because they don't have a degree in the field. Teaching is more and more a matter of "those who have never done, teach".
Until we change this situation--and we're going the opposite way at the moment--teaching at any level will tend to be mediocre, no matter what the actual practitioners hope for.