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

Energized High-Efficiency Learning in STEAM Labs Powered by Personalization and Gamification

Participate and share

Participate and share : Poster


Sunday, November 29, 8:00–9:00 am PST (Pacific Standard Time)

Kennan Goodman  
Calvin Duong  
Mikayla Deese  
Radiah Robinson  
Excel Aquino-Jimenez  
Delicia Goodman-Lee  
Catherine Wang  

Explore how students can enjoy immersive learning experiences and increase academic gains through data-driven personalized learning and gamification. Students share how gamified classes tailored to their interests jump-started a high-efficiency STEAM learning environment empowering them to be creative thinkers, risk-takers and collaborative members in learning teams.

Audience: Teachers, Principals/head teachers, Technology coordinators/facilitators
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: Attendees can access the following software resources, apps, and accounts if available to enhance their learning experience at our session: Classcraft, ClassDojo, IXL, Edgenuity, Discovery Education, Mastery Connect, Socrative, MobyMax, Ellevation, Minecraft, Blue Apprentice, Garage Band, iMovie, Animoto, Adobe Creative Cloud, Kahoot!, Quizizz, Khan Academy, Lexia Core5, Edulastic, Study.com, SumDog, DreamBox, and BrainPOP.
Topic: Personalized learning
Grade level: 9-12
Subject area: STEM/STEAM, Science
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:
BrainPOP
, Classcraft
, Edulastic
, Edgenuity/Imagine Learning
, IXL Learning
, Kahoot! EDU, Inc.
, PhET Interactive Simulations
, Quizizz Inc.
, Zoom
, PASCO scientific

Proposal summary

Purpose & objective

In this session, educators explore how to provide their students with fun, immersive learning experiences and increase academic gains through data-driven personalized learning and gamification. Students share how gamified classes tailored to their interests jumpstarted a high-efficiency STEAM learning environment empowering them to be creative thinkers, risk-takers, and collaborative members in learning teams.

Participants will become better informed about how using personalized learning and gamification methods in tandem can help students learn more efficiently, have fun, employ a team concept, and be motivated to take direct ownership of their learning. Software tools used that infuse personalized learning and gamification in our STEAM learning environment include Classcraft, ClassDojo, IXL, Edgenuity, Discovery Education, Mastery Connect, Socrative, MobyMax, Ellevation, Minecraft, Blue Apprentice, Garage Band, iMovie, Animoto, Adobe Creative Cloud, Kahoot!, Quizizz, Khan Academy, Lexia Core5, Edulastic, Study.com, SumDog, DreamBox, and BrainPOP.

Supporting research

Continued Progress: Promising Evidence on Personalized Learning - https://k12education.gatesfoundation.org/resource/continued-progress-promising-evidence-on-personalized-learning/
Gamifying education: what is known, what is believed and what remains uncertain - https://doi.org/10.1186/s41239-017-0042-5
Believe the Hype! How Video Games are Changing Education - https://www.eschoolnews.com/2017/08/23/video-games-changing-education/
The Benefits of STEAM - https://www.seenmagazine.us/Articles/Article-Detail/ArticleId/7556/The-Benefits-OF-STEAM
Classcraft Social Emotional Learning Alignment - https://files.classcraft.com/classcraft-assets/research/classcraft-sel-alignment-report.pdf
ClassDojo Impact Research - https://rdw.rowan.edu/cgi/viewcontent.cgi?article=3446&context=etd
DreamBox Harvard Study - go.dream-box.com/rs/715-ORW-647/images/eff-17.5.24-Harvard_Study.pdf
IXL Learning Research Studies - www.ixl.com/membership/educators/started/research
SumDog Research Study - www.sumdog.com/en/1606_research/attachments/Sumdog%20Glasgow%20Effectiveness%20Study%20Report%20US.pdf
BrainPOP Impact on State Standards - https://content.brainpop.com/rs/567-ANS-609/images/The%20Impact%20of%20BrainPOP%20on%20State%20Assessment%20Results%202018.pdf
Minecraft Education Edition Research - https://education.minecraft.net/impact/

More [+]

Presenters

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Kennan Goodman, Charlotte Mecklenburg Schools
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Calvin Duong, Charlotte Engineering Early College
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Mikayla Deese, Other
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Delicia Goodman-Lee, Atlanta Public Schools
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Catherine Wang, Stanford University

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