Powering Up Professional Learning with Gamification
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|
|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/|
|Topic:||Professional learning models|
|ISTE Standards:||For Coaches:
Content Knowledge and Professional Growth
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.
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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