Digital Academic Scavenger Hunts for the Masses |
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
Designer
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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.
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)
https://www.commonsense.org/
https://ssec.si.edu/stemvisions-blog/5-benefits-gamification
https://educationaladvancement.org/benefits-scavenger-hunts/
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 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.
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