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Play, Craft, Learn

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Explore and create : Playground

This is presentation 2 of 3, at station "STEM Playground Station 4" within the playground "Mission: STEMpossible"; scroll down to see more details.

Other presentations in this group:

Kamal Preet  

Using a STEM case study, participants will learn how game dynamics and powerful storytelling can be applied to existing curricula across grades/subjects/stages of lesson planning/assessment to stimulate students' experiential learning, ensuring 100% student engagement and enhancing student performance toward mastery of content while nurturing ownership of learning and self-regulation.

Audience: Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: iOS, Windows, Android
Laptop: Chromebook, Mac, PC
Tablet: Windows, Android, iOS
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.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
Analyst
  • Use technology to design and implement a variety of formative and summative assessments that accommodate learner needs, provide timely feedback to students and inform instruction.

Proposal summary

Purpose & objective

One of the biggest challenges educators face especially under remote learning is ensuring that students engage with the content & given the easy access to googling answers, master the content being taught.
Using the case-study of a middle school STEM lesson, participants will learn how game dynamics & powerful storytelling can be applied to existing curricula across grades, subjects, stages of lesson planning & assessment to stimulate students' experiential learning & enhance Student Performance with 100% Student Engagement & Active Learning while nurturing Student Ownership of Learning & Self-Regulation.

Outline

5 mins: INTRO – Engagement Theory, Gamification and Game-Based Learning
10 mins: EXAMPLES AND RESOURCES – Storytelling, Badging, Microsoft Excel, Wakelet, Flipgrid, PowerPoint with Recording, Minecraft, Quizziz, Kahoot
5 mins: REFLECTION

Supporting research

All the resources are available in this Wakelet Collection - https://wke.lt/w/s/HrHALu

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Presenters

Photo
Kamal Preet, Flip

Kamal Preet is a Lifelong learner & a Middle-School Science Educator from Bangalore, India. As a National Geographic Certified Educator, Kamal is passionate about everything STEM, the Global Goals, Gamification & SEL. She leverages her experience as a usability expert, & a classroom-science teacher to develop easy to implement, minimum experience needed solutions that increase student engagement while ensuring mastery of content in a time bound environment.

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