Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Gaming and Gamification Boosting Engagement and Performance in 21st Century STEAM Rooms

Participate and share

Participate and share : Poster


Wednesday, June 26, 8:00–10:00 am
Location: Posters: Level 4, Terrace Ballroom Lobby, Table 1

Kennan Goodman   Calvin Duong   Mikayla Deese   Radiah Robinson   Catherine Wang  
Explore how adding educational gaming and gamification to your educational repertoire can boost engagement, spur intrinsic motivation and improve learning outcomes in STEAM classes. Students explain how gaming and gamification methods helped them become high-efficiency learners and take active ownership of their progress in school.

Audience: Curriculum/district specialists, Teachers, Principals/head teachers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: IXL Tablet App, SumDog Smartphone and Tablet Apps, ClassDojo Smartphone and Tablet App, DreamBox App (subscription required)
Focus: Digital age teaching & learning
Topic: Game-based learning and gamification
Grade level: PK-12
Subject area: Math, STEM/STEAM
ISTE Standards: For Students:
Empowered Learner
  • Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
For Educators:
Analyst
  • Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.
Additional detail: Student presentation
Related exhibitors: IXL Learning , Kahoot! EDU, Inc. , Quizizz Inc. , Classcraft , BrainPOP

Proposal summary

Purpose & objective

In this session, educators explore how adding educational gaming and gamification to their educational repertoire can boost engagement, spur intrinsic motivation, and improve learning outcomes in STEAM classes. Students explain how gaming and gamification methods helped them become high efficiency learners and take active ownership of their progress in school.

Participants will become better informed about how introducing gaming and gamification methods in instruction can help students learn more efficiently, have fun, and be motivated to take direct ownership of their learning. Software Technology Tools used that infuse gamification include ClassDojo, IXL, SumDog, DreamBox, TenMarks, and BrainPop.

Supporting research

go.dreambox.com/rs/715-ORW-647/images/eff-17.5.24-Harvard_Study.pdf, www.ixl.com/membership/educators/started/research,
www.ixl.com/research/Impact-of-IXL-in-Florida.pdf, www.ixl.com/research/Impact-of-IXL-in-California.pdf, www.ixl.com/research/Impact-of-IXL-in-Illinois.pdf, www.ixl.com/research/Impact-of-IXL-in-Minnesota.pdf, www.ixl.com/research/Impact-of-IXL-in-Beaverton.pdf, www.sumdog.com/en/1606_research/attachments/Sumdog%20Glasgow%20Effectiveness%20Study%20Report%20US.pdf, www.tenmarks.com/assets/pdf/tenmarks_math_air_impact_evaluation_overview.pdf, https://rdw.rowan.edu/cgi/viewcontent.cgi?article=3446&context=etd

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Presenters

Photo
Kennan Goodman, Charlotte Mecklenburg Schools
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Catherine Wang, Stanford University

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