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

Creating Energized Engagement in Remote and Blended Learning Through Gamification and Personalization

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Participate and share : Poster

Archita Khaire  
Kennan Goodman  
Delicia Goodman-Lee  
Mikayla Deese  
Calvin Duong  
Daniela Duker  
Radiah Robinson  

Explore how to create energized engagement in blended and remote learning that serves academic and social emotional needs of all students. Students explain how gamified personalized learning tailored to their needs helped them to stay energized, to track and grow their skills, and to win an international competition.

Audience: Principals/head teachers, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS, Windows
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: Games for learning & gamification
Grade level: PK-12
Subject area: Science, STEM/STEAM
ISTE Standards: For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Analyst
  • Use assessment data to guide progress and communicate with students, parents and education stakeholders to build student self-direction.
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.
Additional detail: Student presentation

Proposal summary

Purpose & objective

We are in an ever changing educational environment in which remote and blended learning is becoming a necessity. In this session, educators explore how to use data-driven personalization and gamification to create energized engagement in remote and blended learning while meeting the educational and social emotional needs of all students. Student presenters will explain how gamification and personalized learning tailored to their specific needs and helped them to be energized and motivated learners. They will share how incorporation of games and competitions enabled them to track and grow their skills, and to win 1st Place in a worldwide academic contest during remote learning.

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

How Personalized Gamification Can Increase Learner Engagement: http://www.thetechedvocate.org/how-personalized-gamification-can-increase-learner-engagement/
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/

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Presenters

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Archita Khaire, Providence High School
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Kennan Goodman, Charlotte Mecklenburg Schools
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Delicia Goodman-Lee, Atlanta Public Schools
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Mikayla Deese, University of North Carolina at Greensboro
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Calvin Duong, CEEC
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Daniela Duker, School

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