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3 Simple Ways to Gamify Your Math Lessons

Change display time — Currently: Central Daylight Time (CDT) (Event time)
Location: Virtual
Experience live: All-Access Package Year-Round PD Package Virtual Lite
Watch recording: All-Access Package Year-Round PD Package Virtual Lite

Participate and share : Poster

Victoria Drysdale  
Maureen Asselin  
Vickie Morgado  

In this hands-on practical session, you will discover three easy ways to enhance your math program. We'll explore Nearpod Math/Time to Climb, TVO mPower and Knowledgehook as three entry points to share with your learners. After the session, you will be ready to begin!

Audience: Coaches, Library media specialists, Teachers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Topic: Games for learning & gamification
Grade level: PK-5
Subject area: Math, STEM/STEAM
ISTE Standards: For Educators:
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
  • Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
For Students:
Computational Thinker
  • Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
Additional detail: Student presentation
Related exhibitors:
Nearpod/Renaissance

Proposal summary

Purpose & objective

The purpose of our presentation is to share and have educators understand 3 simple ways to gamify their math program through resources that are practical and that we have successfully used in our own work as educators in person, virtually and with hybrid students.

Objectives include:
-Educators will understand what the term "gamify" means and a brief description of the role it can play in education.
-Participate and understand 3 tools to gamify your classroom (Nearpod- Time to Climb, Knowledgehook and mPower).
-Be able to use 1 or more of these tools by tne end of the poster session and have resources to continue your learning.

Supporting research

https://www.iste.org/explore/In-the-classroom/5-ways-to-gamify-your-classroom

Watch the TED Talk by Jane McGonigal - "Gaming can make a better world" https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world

Game-Based Learning = “Digital Game-Based Learning is precisely about fun and engagement, and the coming together of and serious learning and interactive entertainment into a newly emerging and highly exciting medium” -Marc Prensky, Author of Digital Game-Based Learning

There remains to be a lot of confusion in the education community around the term Digital Game-Based Learning.TVO mPower teaches fundamental K-6 math skills while enabling students to have fun and learn more about the world around them. One of the foundations in the development of the mPower game is research around Digital Game-Based Learning.

“Beyond the traditional career paths that call for a background in Science, Technology, Engineering and Math, employers are looking for the skills that STEM helps to foster. A STEM education is desired across a wide range of sectors.” “Among many sought-after skills, employers often look for the ability to solve problems and make decisions, obtain and process information, and analyze data—all of those happen to be a byproduct of STEM learning.”
https://canada2067.letstalkscience.ca/en/articles/jobs-of-the-future/

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Presenters

Photo
Maureen Asselin, Halton Catholic District School Board and TVO

Maureen Asselin is an elementary educator from Halton, Ontario, Canada currently on secondment with TVO from the Halton Catholic District School Board. Maureen is an active proponent of ed tech and promotes a BYOD (Bring Your Own Device) approach in the classroom. Maureen has led digital education projects via the Ministry’s Teacher Learning and Leadership Program and Provincial Knowledge Exchange and has collaborated and connected with educators across the province to build on blended learning techniques, sharing math and STEM resources and ideas for the use of devices in the classroom to benefit student's learning. ISTE 2018 and ISTE 2020 presenter. #ISTESLA2021 #ISTECCL2021

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Vickie Morgado, Ontario Teacher, OCT

Vickie has been an elementary educator in Ontario, Canada for 20 years. She has taught multiple grades and is currently an EGELT (Elementary Guidance Experiential Learning Teacher). Vickie believes in empowering her students to take charge of their learning to create positive change in the world becoming agents of change. She holds a Masters of Education in Curriculum Studies and has presented throughout southern Ontario at various conferences including BIT and Connect as well as internationally at ISTE. Vickie is a Microsoft Innovative Educator Expert (MIEE), Global Mentor, Nearpod PioNear, Global Goals Ambassador, National Geographic Certified Educator and Micro:bit Champion.

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