Invite Students to be Players in the Game of Learning

Location: Room 008AB

Explore and create Preregistration required.

Registration code: B247

[Explore and create : BYOD]

Monday, June 26, 4:30–5:30 pm
Location: Room 008AB

Marty Creech   Brittany Guy   Kevin Sherrill  
Join us to play, collaborate and experience gamified learning. Find out how gamification can create students who are persistent problem-solvers. You'll leave with tools to gamify your own curriculum.

Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Smartphone: Android, iOS, Windows
Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Please download the GooseChase app and create an account.
Focus: Digital age teaching & learning
Topic: Instructional design and delivery
ISTE Standards: Teachers : Design and develop digital age learning experiences and assessments
Teachers : Facilitate and inspire student learning and creativity

Digital tote resources

Proposal summary

Purpose & objective

Participants will leave this session with an understanding of gamification and some tools to help facilitate gamified learning in their own classrooms. They will have experienced and discussed the elements of games included as a part of the learning process. Using basic tools, such as Google Sheets and apps like Goosechase, teachers can build their own challenges and allow students to collaborate, compete, and master tasks at their own pace. This instructional strategy attempts to solve the problem of student engagement and creates learning opportunities that are student-centered. This strategy is appropriate for all learners from small children to adults, which leads into its use in professional development as well.

Outline

Content and Activities: Audience members will begin by finding a link that takes them to a game with "get to know you" tasks they can do around the room. They complete the challenges and earn points. After the initial game, participants will try to quickly name famous games from puzzled-pictures before having a discussion centered around the "why" of gaming. Why do we enjoy games? What elements of games engage us? This will be followed by a short infographic displaying statistics in the United States related to gaming prevalence as well as dropout. Research from MIT showing the common traits of gamers will lead us into experiencing content-based examples of games for all ages. Any remaining time will be spent developing content for a game to be used in their own classes and answering questions about gamification or the tools used.

Supporting research

Edutopia: Gamification in Education at http://www.edutopia.org/blog/gamification-in-education-vicki-davis
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, January 6-9, 2014.

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Presenters

Marty Creech, Winston-Salem/Forsyth County Schools

Brittany Guy, Winston-Salem/Forsyth County Schools

Kevin Sherrill, Winston-Salem/Forsyth County Schools

Technology-charged
learning starts here

San Antonio

June 25-28, 2017

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