Engage Your Students With The 3 G's — Google, Gamification, GBL

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Participate and share : Poster

Dr. Amy Arsiwala  
Ted Samaras  
Tom Samaras  
Hussain Arsiwala  
Mariya Arsiwala  
Zahra Arsiwala  

Apply Google Apps for Education to both gamification and game-based learning. This session will compare and show the differences in gamification and GBL. We will provide you with the tools to take your favorite childhood games and games your students play and apply them to any subject matter, with GAFE!

Audience: Library media specialists, Professional developers, Teachers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS, Windows
Laptop: Mac, PC, Chromebook
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Attendees should have a Google Account to access Google Apps.
Topic: Games for learning & gamification
Grade level: PK-12
Subject area: STEM/STEAM, Special education
ISTE Standards: For Educators:
  • Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
For Students:
Empowered Learner
  • Students build networks and customize their learning environments in ways that support the learning process.
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
Additional detail: Student presentation

Proposal summary

Purpose & objective

The purpose of our presentation for participants to understand the difference between gamification and game-based-learning. Educators as well as students will leave with resources and examples of how to apply proven learning methods to help students stay engaged and learn in different ways. Game-based learning can Gamification can support social-emotional learning and equity in learning by addressing differentiation and diverse learning styles. Our student presenters will provide evidence of success based on their own experiences and what motivates them on the aspects of both models of learning.

Supporting research

Gamify Your Classroom
By Dr. Matthew Farber
Global Perspectives on Gameful and Playful Teaching & Learning
By Dr. Matthew Farber
How does Gamification affect the Learning Process?

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Dr. Amy Arsiwala, Franklin Township Board of Ed
Ted Samaras, Franklin Township BOE

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