Make the Future
Summit 2022
Creative Constructor
Lab Virtual
Leadership Exchange
at ISTELive 21
Edtech Advocacy &
Policy Summit

Welcome to Candyland 2.0

Participate and share

Participate and share : Interactive lecture


Wednesday, June 26, 9:00–10:00 am
Location: 122A

Christine Borst   Kim Darche   Lindsay Zilly  
People's Choice winner. In this highly interactive experience, come prepared to play and connect with other innovators through a childhood favorite - Candyland. This version is life-sized and you are the game piece. After playing, we will discuss the how and why you can use this in your classroom - Now this is gamification!

Audience: Coaches, Teachers, Principals/head teachers
Skill level: Beginner
Attendee devices: Devices not needed
Focus: Digital age teaching & learning
Topic: Game-based learning and gamification
Grade level: PK-12
Subject area: Language arts, Math
ISTE Standards: For Administrators:
Digital Age Learning Culture
  • Ensure instructional innovation focused on continuous improvement of digital age learning.
For Coaches:
Teaching, Learning and Assessments
  • Coach teachers in and model design and implementation of technology-enhanced learning experiences addressing content standards and student technology standards.
For Education Leaders:
Systems Designer
  • Lead teams to collaboratively establish robust infrastructure and systems needed to implement the strategic plan.

Proposal summary

Purpose & objective

Participants will become game pieces in a life sized game of candyland. They will learn first hand what it is like to become part of the game. Within the game, participants will learn about different technology apps (Seesaw, WeVideo, Snapchat, YouTube, Voxer, Twitter, Padlet, Google, and Facebook). Participants can then brainstorm different ways this game can be used in the classroom and for professional development. We presented this at the ICE playground at ISTE 18 and had about 25 people come through on Wednesday morning.

Outline

Participants will become game pieces in a life sized game of Candyland. They will learn first hand what it is like to become part of the game. Within the game, participants will learn about different technology apps (Seesaw, WeVideo, Snapchat, YouTube, Voxer, Twitter, Padlet, Google, and Facebook). Participants can then brainstorm different ways this game can be used in the classroom and for professional development. We presented this at the ICE playground at ISTE 18 and had about 25 people come through on Wednesday morning.

Introduction and plan (10 minutes)
After introducing ourselves and our philosophy in terms of gamification, we will go over our overall process for creating this learning experience.
Stations: (60 minutes) - 20 minutes each
Candyland game - 20 minutes
Participants will break up into smaller groups to navigate the gameboard as a team.
Through interactive game play and collaboration, participants will learn about a variety of new tech tools as well as some best practices in education.
How have others used Gamification? - 20 minutes
What are new ways to use Gamification? - 20 minutes
In this brainstorming session, we will review meaningful and authentic ways that implementation of a gamification style learning experience can enhance ones school or district.
Wrap up (20 minutes)
We strongly believe that when a new idea is introduced, one should put it into practice as soon as possible. During this wrap up session, participants will have the opportunity to pick each others brain and begin to create the framework for their life sized game.
We will share our brainstorming tools and resources as well as a reference guide to collaborate with educators and get them started on gamification!

Supporting research

https://onlinelibrary.wiley.com/doi/pdf/10.1111/jcal.12161

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Presenters

Photo
Christine Borst, District 230 - Carl Sandburg High School
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Kim Darche, SD113A
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Lindsay Zilly, http://www.orland135.org/

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