Empowering Student Creation With BrainPOP and Breakout EDU
Explore and create : BYOD
Wednesday, June 26, 1:30–2:30 pm
Adam Bellow Dyane Smokorowski Dr. Dr. Kari Stubbs
Ready to discover new and challenging ways for students to think critically? Bring your device for a fun experience where creation tools collide. Explore exciting techniques that combine BrainPOP creation tools and Breakout EDU game design. Be prepared to think, laugh, engage and learn.
|Audience:||Curriculum/district specialists, Teachers, Principals/head teachers|
|Attendee devices:||Devices required|
|Attendee device specification:||Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
|Focus:||Digital age teaching & learning|
|Topic:||Instructional design and delivery|
|Subject area:||Computer science|
|ISTE Standards:||For Students:
Picture this: students leveraging creation tools from BrainPOP to create their own Breakout EDU puzzles! This energetic BYOD session includes collaboration, concentration, giggles, and learning. Inspired by the instructional creativity of the team at Andover Public Schools in Kansas, this session is fueled by educators who are both BrainPOP and Breakout EDU “junkies.” After seeing the intensity of student engagement when they merged the two tools, this team set off to “level up” their use of BrainPOP’s suite of digital tools to maximize the rigor of challenges that they were able to bring to their K-12 learners. The “leveling up” has continued fueled by the newest suite of creation tools on BrainPOP - including Make-a-Map and Make-a-Movie. Simultaneously, Breakout EDU has continued to redefine how it connects with learners, including it’s newest student game design offering.
While this session will challenge you to “break out”, there will still be plenty of time dedicated to ensuring that attendees leave with practical lessons to take back to their own classrooms. Attendees can look forward to learning about a variety of Breakout EDU style experiences, sampling varying lock types, and engaging with advanced BrainPOP and Breakout EDU features.
Join this session to test drive a student-created breakout puzzle, explore how to empower students to design their own puzzles, and leave with a digital toolbox of additional BrainPOP and Breakout EDU lessons. Be prepared to engage in this immersive platform for learning games that targets problem solving, teamwork, and creativity.
This session intentionally includes a combination of whole and small group dialogue with ample opportunities to take advantage of the BYOD session format. Content featured includes:
Introduction of presenters who bring an array of backgrounds to the conversation - classroom practitioner, district instructional technology coach, 2013 Kansas State Teacher of the Year, and industry thought leaders.
Discussion of pedagogy for leveraging Breakout EDU and digital tools for teaching and learning.
Strategies for infusing the newest student creations from BrainPOP and Breakout EDU into your games
Let’s Breakout - A Teaser Puzzle
BrainPOP + Breakout EDU Creation Toolkit - Attendees will also get access to additional BrainPOP and Breakout EDU styled lessons that they can take back to their personal learning ecosystems.
More Opportunities to Breakout at ISTE
Anderson-Inman, L (2015). The Science Behind Ideaphora: Applying Insights from Research and User Activity to Online Knowledge Mapping. Retrieved on September 18, 2017 from https://cdn-educators.brainpop.com/wp-content/uploads/2015/12/The_Science_Behind_Ideaphora_White_Paper.pdf
Duncan, C, Hoxie A, Miklasz, K (2016). Understanding Data Dashboards: Where Needs and Design Meet
Fishman, B., Riconscente, M., Snider, R., Tsai, T., & Plass, J. (2014). Empowering Educators: Supporting Student Progress in the Classroom with Digital Games. Ann Arbor: University of Michigan. http://gamesandlearning.umich.edu/a-games/
Fishman, B., Riconscente, M., Snider, R., Tsai, T., & Plass, J. (2015). Empowering Educators: Supporting Student Progress in the Classroom with Digital Games (Part 2). Ann Arbor: University of Michigan. http://gamesandlearning.umich.edu/a-games/
Hirumi, Atsusi (2010) Playing Games in School: Video Games and Simulations for Primary and Secondary Education ISTE Publication
ISTE (2016) Digital Citizenship Guide. Retrieved on September 18, 2017 at https://www.iste.org/resources/product?id=3980&format=eBook/iBook&name=Digital+Citizenship+Guide
McLemore, Caitlin and Passeport, Fanny (2018) Stretch Yourself: A Personalized Journey to Deepen Your Teaching Practice
Preston, C (2015) Visual Information is a Fundamental Element in Learning. Retrieved on September 18, 2017 at https://cdn-educators.brainpop.com/wp-content/uploads/2015/11/Case-Study-Engaging-pupils-in-learning-using-interactive-video-quizzes-and-games.pdf
Squire, Kurt (2011). Video Games and Learning: Teaching... in the Digital Age http://www.brainpop.com/educators/community/printable/book-review-video-games-learning-teaching-participatory-culture-digital-age/
SEG. (2009) A Study of the Effectiveness of BrainPOP. Retrieved on September 18, 2017 at http://www.brainpop.com/educators/community/effectiveness-study/