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CANCELLED: Game-Based E-Learning in the Classroom

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Participate and share : Interactive lecture

Monica Joshi  
Game-based e-learning helps in deeper classroom engagement and interaction, understanding about abstract and difficult concepts, and objects modeling. Hear about the importance of 4C's — creativity, critical thinking, communication and collaboration. These 4C’s help the child to design, make and learn.

Audience: Curriculum/district specialists, Principals/head teachers, Teachers
Skill level: Beginner
Attendee devices: Devices not needed
Participant accounts, software and other materials: MinecraftEdu
3DBear
Eakelet
Flipgrid
O365
Adobe Spark
Topic: Games for learning & gamification
Grade level: PK-12
Subject area: Computer science, STEM/STEAM
ISTE Standards: For Educators:
Leader
  • Shape, advance and accelerate a shared vision for empowered learning with technology by engaging with education stakeholders.
  • Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
  • Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.

Proposal summary

Purpose & objective

Through this presentation, I willl be explaining how any topic can be taught across different subject domains while incorporating challenges/missions in different parts of lesson design and assessment using suitable Microsoft products. Task completion and student learning has been rewarded with badges/points that were used by students to move over a leader board and exchanged for tangible desirables. Hence, the presentation will demonstrate how games can be a powerful way to stimulate engagement and can play a significant role in experiential learning and reinforcement of content with effective classroom management.
Objective: 
To  demonstrate how games can stimulate engagement and play a significant role in experiential learning and reinforcement of content with effective classroom management.
To develop emotional and cognitive skills in conjunction with academic learning and reinforcement of content with effective classroom management.
Lesson Link here :- http://www.teachsdgs.org/blog/gamification-in-education-life-on-land-with-transdisciplinary-approach

Outline

The audience will have the experience of how hybrid learning is possible using gamification with Minecraft, 3Dbear, Wakelet, Flipgrid by using it in all parts of the lesson. The case studies will be shown from the classes that can be the use cases for the participants.
The remote learning resources:- https://wke.lt/w/s/k497v7
The Portfolios of students:- https://wke.lt/w/s/v-h_pj

Supporting research

https://wke.lt/w/s/1Ys_lO
https://wke.lt/w/s/VzyP2z

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Presenters

Photo
Monica Joshi, Sat Paul Mittal School

Monica Joshi works at Sat Paul Mittal School, Ludhiana, Punjab as an IT Head and her role is with all technical and management skills. She is associated with teachers training on IT skills and orienting students about the upcoming technology. She is passionate about integrating technology in education and desires to make projects engaging as well as fun for students as well as teachers.She has spoken at platforms like Microsoft, #KEOS2019 Finland, Edutech Asia in Singapore in 2017 -19, on the power of Gamification In Education.She is an MIEE [Microsoft Innovative Expert], Minecraft Global Mentor, Adobe Creative Educator, TeachSDGS+Flipgrid+Wakelet+3DBear Ambassador.

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