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Break Free of Educational Silos With Googlosoft: A Microsoft/Google Escape Room

Change display time — Currently: Central Daylight Time (CDT) (Event time)
Location: Room 389-90
Experience live: All-Access Package
Watch recording: All-Access Package Year-Round PD Package

Participate and share : Interactive session

Sean Arnold  
Robyn Bryant  
Dr. Ernest Poole  

Many schools get locked into thinking either Google or Microsoft is the only way. But why not both? Their features can complement each other whether playing Minecraft on Chromebooks or sharing Google Docs in Microsoft Teams. Collaborate and break free with ideas to escape that one-platform mindset.

Audience: Coaches, Library media specialists, Teachers
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS, Windows
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: Google Education
Office 365
Minecraft: Education Edition
Flipgrid
Topic: Games for learning & gamification
Grade level: PK-12
ISTE Standards: For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
Related exhibitors:
Microsoft Corporation

Proposal summary

Purpose & objective

The participants will be able to:
-Understand how to integrate platforms for the best effect
-Learn about uses for several individual tools and use templates to create their own
-Understand the purpose of gamified learning and how it connects both to social-emotional learning skills and future-readiness skills
-Play through a gamified professional learning experience
-Create engaging assessments for students themselves
-Ensure accessible personalized learning materials
-See how to engage in collaborative challenge activities across in-person and remote learning spaces.
This type of gamified professional learning model has been amongst the most popular sessions and most effective at initiating culture-shift at several other conferences where we have engaged in it. We have used it with students and through in-person and remote events. Moreso this specific session will push people to look outside their idea of being a Google or Microsoft school and provide

Outline

Intro (2-5 min)-Background and introductions, stated outcomes

The Why of Games (5 min)-We will explore the research behind the power of games for learning along with a brief history and explanation of what EduGames have been most effective

Let’s Play (40-70 min)-The whole session is a game where participants will play to learn, but we will break it down into segments. The overall theme will be an exploration of SEL topics and how they can be incorporated meaningfully into multi-subject instruction
We will begin by explaining the
-Collaborative Tools - we will explore the power of collaboration across different Microsoft & Google platforms and how collectively they can enhance each other especially when seeking to engage in inclusive personalized learning
-Creative Tools - taking students to the top of Bloom’s Taxonomy inclusively and accessibly, we will explore different pathways for students to creatively demonstrate their mastery of subject matter
-Playful Tools - like a game within a game, participants will explore how students can playfully learn and be assessed

Dual Domain Setup (5-10 min) - we will go through the process of connecting domains and the effective use of Microsoft and Google systems in conjunction

Conclusion/Call to Action (5 min)-Not only will learners to be able to take away the full presentation with built-in notes along with their own creations, but we will share a range of other resources and templates we have compiled for educators in NYC that they can bring back to instill playful learning in their schools as well.

Supporting research

https://braveintheattempt.com/2017/07/31/10-important-research-findings-on-games-in-education/
https://braveintheattempt.com/2018/01/27/microsoft-accessibility/
https://braveintheattempt.com/2019/05/22/google-accessibility-all-thats-new-all-that-needs-work/

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Presenters

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Sean Arnold, NYC Dept. of Education

As a special educator and STEM Coach in NYC’s District 75, citywide special education, Sean works with a broad range of students and educators. He is committed to reaching all students through innovative technology and practices. He shares his expertise at making learning personally meaningful, intrinsically motivating, and made for everyone. You can also find evidence of his work at BraveInTheAttempt.com. He has received the ISTE Outstanding Teacher Award, ISTE Inclusive Learning Network Outstanding Educator Award, NYCDOE Excellence in School Technology Award, the EDxEDNYC Excellence in Technology Award, and many other accolades and certifications.

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Robyn Bryant, NYC Department of Education

As a high school special educator, RJ Circle Keeper, certified Yoga & Mindfulness Teacher through YMTP2 and Reiki Practitioner, along with holder of a multitude of digital certifications, Robyn is an advocate for the use of technology in education along with mindfulness in schools. She is a recipient of the #NYCSchoolsTech Award, Brooklyn HS Superintendents Champion Award for Digital Innovation in the Classroom, and Excellence in Remote Learning. She hosts the NYC Google Educator Group through #NYCSchoolsTech Meetups, is an Edcamp organizer, and leads her school’s Ed Tech team.

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Dr. Ernest Poole, NYC Department of Education

As a STEM educator Dr. Poole develops STEM and instructional technology literacy within teachers, teacher educators, and elementary school students. He believes that teaching and learning is enhanced through designing and delivering high-quality technology infused instruction to students across all grade levels. Additionally, it is Dr. Poole's belief that high quality science & computer science instruction should be fostered and encouraged through hands-on/minds-on experiences for all stakeholders: students, pre-service teachers, in-service teachers, parents, students, administrators and the community at-large.

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