ISTE20Creative
Constructor Lab
Digital
Leadership Summit
Edtech Advocacy &
Policy Summit

Digital Academic Scavenger Hunts for the Masses

Explore and create
Pre-registration required

Explore and create : BYODex


Tuesday, June 25, 10:15–11:45 am
Location: Franklin 5-6-7, Marriott

Gladys Johnson   Ryann McKay   Monica Robbins  
Explore a not so ordinary digitized academic scavenger hunt. Whether you are working with small or large classes, departments or your entire faculty and staff, this hunt has it all -- differentiation, gamification, collaboration, active engagement, critical thinking and more. You're only limited by your own creativity!

Audience: Coaches, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Smartphone
GooseChase App
Focus: Digital age teaching & learning
Topic: Game-based learning and gamification
Grade level: PK-12
Subject area: Language arts, Math
ISTE Standards: For Coaches:
Teaching, Learning and Assessments
  • Coach teachers in and model design and implementation of technology-enhanced learning experiences emphasizing creativity, higher-order thinking skills and processes, and mental habits of mind (such as critical thinking, metacognition and self-regulation).
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.

Proposal summary

Purpose & objective

Participants/attendees will be able to define and understand the benefits of gamification in teaching and learning, as well as, identify and evaluate the benefits of adding & using scavenger hunts in their instructional practices. Participants/attendees will be able to effectively embedded project-based learning tasks aligned with specific content areas into a gamified classroom task.

Outline

I. Interactive Lecture of research of gamification, brain research, and pedagogy of GooseChase Edu. (10-15 minutes)
~This will include a mentimeter poll and interactive discussion
II. Active engagement in a GooseChase Edu game (45 min)
III. Debriefing (this portion of the session is an overview, and assessment check of submissions and how debriefing is applicable and useful in the classroom) (10-15 minutes)
IV. Account Set Up and Game Creation (10-15 minutes)
~ participants will be guided through the free account set up and elements of the game manager to create missions and games
V. Conclusion and Q & A (5 minutes)

Supporting research

https://www.commonsense.org/
https://ssec.si.edu/stemvisions-blog/5-benefits-gamification
https://educationaladvancement.org/benefits-scavenger-hunts/

More [+]

Presenters

Gladys Johnson, New Century International Middle School

Serving Cumberland County Schools Fayetteville, NC, as a teacher, Instructional Coach, and AIG consultant/teacher, I am an educator with a passion for inspiring learning, growth, and success for students, and teachers alike, one powerful lesson at a time! I have been honored prior as a school and attendance district Teacher of the Year, served on CCS curriculum writing team for social studies, school history department chair, and professional development facilitator. I am a graduate of Fayetteville State University and obtaining a Master's Degree in Curriculum and Instruction from Western Governors University.

Ryann McKay, Terry Sanford High School

Ryann McKay is a high school English teacher from North Carolina who enjoys utilizing technology in the classroom to better enhance student learning and lead them to success. She has taught for 10 years in a variety of middle school and high school classrooms.

Monica Robbins, South View Middle School

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