I think you first need to define just what you mean by "game development". Off-hand I can think of 4 primary aspects of game programming and they all utilize very different skill sets: game engine, interface, virtual environment and storyline.
The game engine is all about the math(linear algebra) and if you're thinking first person/real time then that turns into discrete calculus real quick. For a high school course which covers this aspect; I think a book like Trylon mentioned isn't going to be out of date. The real problem here would be maintaining student interest. "Kids" seem to want to be able to create something the size of WoW in a week. Perhaps just an overview of engine design would be appropriate.
The interface is also 'boring'. Another overview if you plan to use an existing engine/development platform.
Environment/storyline is probably what 140 of those 150 kids are thinking about and probably what should? be the focus for the class. Animation, interaction, visual design and storyboarding.
Try to do group projects so that people can bring alternate skills to the table. Experience with groups is invaluable for future project endeavors.
I am vaguely acquainted with http://www.mobygames.com/developer/shee ... erId,1743/ and if the e-mail I have for him is still valid; I can try to get him in touch with you. He was an adjunct professor here at Montana State U. last year. Wasn't in game design, however.