Invite Students to be Players in the Game of Learning
Location: Room 008AB
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.
|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
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.
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.
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.
Technology-charged starts herelearning
June 25-28, 2017
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