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Digital
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Edtech Advocacy &
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Powering Up Professional Learning with Gamification

Participate and share

Participate and share : Poster


Monday, June 24, 11:00 am–1:00 pm
Location: Posters: Level 4, Terrace Ballroom Lobby, Table 28

Dr. Sara Heintzelman  
Are teachers resistant to trying new ideas? Do you find yourself facilitating professional development that is not implemented? This poster will highlight how to gamify professional learning to increase teacher buy-in, promote sharing of ideas and encourage individualized learning.

Audience: Coaches, Professional developers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: http://wordpress.lehigh.edu/centennialtechnology/kapow/
Focus: Professional learning
Topic: Professional learning models
Grade level: PK-12
ISTE Standards: For Coaches:
Content Knowledge and Professional Growth
  • Engage in continuous learning to deepen professional knowledge, skills, and dispositions in organizational change and leadership, project management and adult learning to improve professional practice.
Professional Development and Program Evaluation
  • Design, develop and implement technology-rich professional learning programs that model principles of adult learning and promote digital age best practices in teaching, learning and assessment.
For Educators:
Learner
  • Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.

Proposal summary

Purpose & objective

The purpose of the poster is to help coaches and professional developers understand how to determine the needs of their staff, plan to meet the needs through engaging professional learning activities and reinforce the learning through gamification.

Change related to technology integration is challenging for teachers who have previously taught using other methods. This poster will highlight how to encourage teachers to take ownership of their learning while feeling supported by their colleagues.

The success of one school over the course of a year-long gamification will be presented. Pre and post-test results will be shared with participants to help them understand the impact of gamification in a school environment and culture.

Participants will describe how to gamify professional learning in their building or district.
Participants will explain how gamifying professional learning connects to the ISTE standards.
Participants will articulate the benefits of gamifying professional learning and the direct impact on student learning.

Supporting research

Boller, S. & Kapp, K. (2017). Play to learn: Everything you need to know about designing effective learning games. Alexandra, VA: ATD Press.

Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.

Oprescu, F. Jones, C., & Katsiktis, M. (2014). I play at work: two principles for transforming work processes through gamification. Frontiers in Psychology, 5(14), 1-5.

Burke, B. (2014). Gamify: How gamification motivates people to do extraordinary things. New York, NY: Bibliomotion.

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Presenters

Dr. Sara Heintzelman, Centennial School of Lehigh University

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