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Game-Based Learning With Digital Team-Building Games

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Participate and share : Poster

Dr. Devery Rodgers  
Learn how game-based learning can serve as the skeletal framework of a curriculum and maximize team-building opportunities. Participants will leave with a plethora of online activities that will help their team reflect on the mission/content of the task, while connecting deeper with each another.

Audience: Coaches, Curriculum/district specialists, Professional developers
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Topic: Games for learning & gamification
ISTE Standards: For Coaches:
Teaching, Learning and Assessments
  • Coach teachers in and model design and implementation of technology-enhanced learning experiences using a variety of research-based, learner-centered instructional strategies and assessment tools to address the diverse needs and interests of all students.
  • Coach teachers in and model effective use of technology tools and resources to continuously assess student learning and technology literacy by applying a rich variety of formative and summative assessments aligned with content and student technology standards.
For Educators:
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Additional detail: ISTE author presentation

Proposal summary

Purpose & objective

Purpose:
Along with team-building, participants will learn how game-based learning can serve as the skeletal framework of a curriculum, applying game-like aspects to academic content without jeopardizing rigor.

Participant Learning Objectives:
Understand the difference between game-based learning and gamification
Understand WHY to gamify
Explore resources for game-based learning
Understand HOW to gamify team-building exercises
Understand HOW to gamify content

Outline

Explore research = 5 min.
Play games = 40 min.
Gaming Reflections = 5 min.

As we engage in professional reading/watching, participants will be encouraged to she their learnings with one another around prompts.
I will introduce different game sets, and participants will engage in play of one game, collectively, in each of the game sets.
Before we dismiss, participants will be encouraged to reflect on their learnings for immediate implementation in their environments.

Supporting research

How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. https://doi.org/10.1016/j.chb.2016.12.033

Gamification: Toward a Definition http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon.pdf

Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective https://doi.org/10.1016/j.ijhcs.2018.04.009

The Gameful World: Approaches, Issues, Applications https://books.google.com/books?hl=en&lr=&id=KDxTBgAAQBAJ&oi=fnd&pg=PA81&dq=gamification+psychological+benefits&ots=hK95WU7HDY&sig=f4BBX0JO-25QhltHg5E3vwNGHbs#v=onepage&q=gamification%20psychological%20benefits&f=false

Raising engagement in e-learning through gamification http://icvl.eu/2011/disc/icvl/documente/pdf/met/ICVL_ModelsAndMethodologies_paper42.pdf

Team Gaming for Team-building: Effects on Team Performance https://www.researchgate.net/publication/329879534_Team_Gaming_for_Team-building_Effects_on_Team_Performance

IMPACT OF TEAM BUILDING EXERCISES ON TEAM EFFECTIVENESS http://www.iaeme.com/MasterAdmin/uploadfolder/IJMHRM_06_03_010/IJMHRM_06_03_010.pdf

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Presenters

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Dr. Devery Rodgers, California State University, Long Beach

Dr. Dev has been impacting education for over 20 years. She is engaged in a deep and long-term exploration of the application of the tenets, tools, and methods towards performance improvement in education. Having taught at all levels of education, her experiences build on her goal to promote a quality education for all students.

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