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Edtech Solutions
Network Summit
Edtech Advocacy &
Policy Summit

Beyond Engagement: Lessons from Games in the Class

Listen and learn

Monday, November 30, 12:30–1:00 pm PST (Pacific Standard Time)

Vanessa Gill  
Nikki Navta  
Clarence Tan  
Lindsey Tropf  

Hosted by AT&T. Games have been in the classroom for a long time (Oregon Trail, anyone?), but we’re still in the early days of understanding their potential for outcomes. In this session, we’ll hear from 4 experts who will share how games are uniquely positioned for skill transfer, assessment and enable personalized learning.

Audience: Teachers, Curriculum/district specialists, Principals/head teachers
Topic: Games for learning & gamification
Grade level: PK-12
Subject area: STEM/STEAM
Influencer Disclosure: This session includes a presenter that indicated a “material connection” to a brand that includes a personal, family or employment relationship, or a financial relationship. See individual speaker menu for disclosure information.


Vanessa Gill, Social Cipher
Nikki Navta, Cognitive ToyBox

Nikki founded Zulama, a company that brought computer science education to teenagers through video game design. After selling Zulama, Nikki is now working at Cognitive ToyBox, developing and scaling their sales strategy. Her goal is to get Cognitive ToyBox in the hands of all parents and early childhood educators, so every child starts school ready to succeed!

Clarence Tan, Boddle Learning
ISTE Certified Educator

Clarence Tan is a game designer and a Co-founder of Boddle Learning— a gamified education platform that makes learning math fun and personalized. He started designing educational games during his junior year in college when he started a game development company in Colombia, South America in 2011. Now, he is a veteran in the games industry with over 9 years of experience designing engaging interactive learning experiences for schools, government institutions, and large corporations. He is also a speaker on classroom gamification at educational conferences such as KCPT(PBS), LearnFest, Games for Change, and ISTE.

Lindsey Tropf, Immersed Games

Lindsey Tropf, M.Ed., is the Founder & CEO of Immersed Games. Before founding Immersed Games, she was a doctoral candidate at the University of Florida in School Psychology, with a specialization in Program Evaluation and a Minor in Research & Evaluation Methodology, and expertise in data-based decision making. With Immersed Games, she’s led the company from founding to development of two titles, growth of their game-based learning curriculum, through the Intel Education Accelerator, obtaining grants from the National Science Foundation and Department of Education, and selling into schools and districts for their product.

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