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Shall We Play a Game?

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Listen and learn : Snapshot

Snapshots are a pairing of two 20 minute presentations followed by a 5 minute Q & A.
This is presentation 2 of 2, scroll down to see more details.

Other presentations in this group:

Christia Osborn-Preston  

How can we make choice and challenge relevant to today's learners? Gamers unite! Explore how to leverage the power of games and gamification strategies to design curriculum-based learning experiences that engage students. Leave with ideas, resources, and inspiration and let the games begin! (You can use this for PD too!)

Audience: Curriculum/district specialists, Library media specialists, Teachers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Windows, Android, iOS
Topic: Games for learning & gamification
Grade level: PK-5
Subject area: STEM/STEAM
ISTE Standards: For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.

Proposal summary

Purpose & objective

Purpose: How might we incorporate games, gamification, and game-based learning to increase engagement?

Objective #1
The participant will be introduced to innovative ideas about how to increase engagement through play and games.

Objective #2
The participant will leverage technology to incorporate games for a variety of learners in all types of learning situations (hybrid, distance, in person).

Outline

Agenda (An interactive slide deck will be utilized for all participant activities)
5 min: SEL Check-in (Nearpod)
5 mins: Activate Prior Knowledge: Thin Slides (EduProtocol in Nearpod)
10 mins: Frame the Topic--The Importance of Play, Engagement Theory, Gamification and Game-Based Learning
20 mins: Examples and Resources--Tech Is Lava; WorldFlix; Nearpod; Quizizz; Gimkit; Badging, Breakout EDU; Flippity; Class Craft (PLan to play live Time to Climb, Quizizz, and Breakout EDU)
10 mins: Fast and Curious (Eduprotocol in Nearpod)
10 min: Crowdsource Ideas and Reflection Activity: Sketch and Tell (EduProtocol in Nearpod)

Supporting research

Engagement Theory (Phillip Schlechty) https://www.rcsdk12.org/cms/lib/NY01001156/Centricity/Domain/1053/sc_pdf_engagement.pdf
Edrenaline Rush (John Meehan)
Explore Like a Pirate (Michael Matera)
Game On? Brain On (Lindsey Portnoy)
Power Up Your Classroom (Lindsey Blass and Cate Tolnai)
Wakelet with all of my resources and research to be shared with attendees: https://wke.lt/w/s/Q0xa1-

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Presenters

Photo
Christia Osborn-Preston, Dr C Owen Roundy Elementary School

Mrs. Osborn-Preston is a Google Certified Innovator and a National Board Certifed Teacher as an Early Childhood Generalist. She is a proud graduate of the University of Texas with a BA in Dance and a BA in Psychology and she earned a Master of Education in Curriculum and Instruction from UNLV. As an educator for twenty-one years, she has served as a kindergarten teacher, technology teacher, instructional coach, and curriculum coordinator. When she is not singing and dancing in the classroom, she coaches teachers to reflect on their professional practice and advance their craft to improve student learning.