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Power Up Your Classroom Relationships: How to Nurture Joy Through Gameplay

Change display time — Currently: Central Daylight Time (CDT) (Event time)
Location: Room 275-6
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 : Interactive session

Lindsey Blass  
Gregg Eilers  
Cate Tolnai  

Building lasting relationships with students starts when we allow ourselves to be truly human. With an increase in anxiety and depression for students and educators, we must reimagine our learning spaces to be centers of joy and emotional safety. We'll explore simple instructional strategies and reestablish what joy looks like for you and your students.

Audience: Professional developers, Teachers, Teacher education/higher ed faculty
Skill level: Beginner
Attendee devices: Devices required
Attendee device specification: Laptop: Chromebook, Mac, PC
Topic: Games for learning & gamification
Grade level: PK-12
Subject area: Language arts, Performing/visual arts
ISTE Standards: For Coaches:
Learning Designer
  • Collaborate with educators to design accessible and active digital learning environments that accommodate learner variability.
For Education Leaders:
Empowering Leader
  • Inspire a culture of innovation and collaboration that allows the time and space to explore and experiment with digital tools.
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Additional detail: ISTE author presentation

Proposal summary

Purpose & objective

The purpose of this session is to create a learning space for educators to explore gamified instructional strategies and consider ways to integrate these strategies in their classrooms to instill joy in learning. Too many learners and educators are stressed and aren’t able to create time to enjoy each others’ company. This session identifies this issue and provides practical, research-based solutions to address this issue.
Participants will be able to integrate game-based and gamified instructional strategies with confidence.
Participants will be able to strategically plan instructional time dedicated to fostering healthy, safe, adn appropriate emotional relationships with their learners.
Participants will be able to experience strategies as a learner and debrief t the experience as an instructor.

Outline

OBJECTIVE: Participants will integrate game-based and gamified strategies into their classroom instruction with creativity and confidence.

Part 1: Set the Stage (12 min)
Reflect upon your current classroom culture. What is working? Do your students feel safe? How do you know? Pinpoint the joy in your classroom instruction and explore the brain research associated to the role of instructional play and dopamine production.

Part 2: Experience the JOY (18 min -- games, peer collaboration)
What experiences do your learners appreciate and enjoy? What about you? Let’s dive into some hands-on activities that make you smile. What elements of this experiences bring you joy?

Part 3: Debrief and Deconstruct (20 min -- digital reflection, peer collaboration)
Consider your learners. Do they feel ready to take risks? If not, how can you help them take micro-risks and build their confidence through gameplay and fun?

Stage 4: Plan for Next Steps (10 min)
Leveraging the research we explored about brains and the experiences we’ve had as practitioners, where will you go from here? How can you bring joy to your learners without upsetting the established workflow and schedule? Or, are you ready to go big and reimagine the whole thing? You take your own next step!

Supporting research

https://my.iste.org/s/store?_ga=2.38411299.1297303884.1633117854-327483383.1632242225#/store/browse/detail/a1w1U000004LparQAC
https://www.iste.org/professional-development/iste-u/learning-through-gameplay
https://www.edsurge.com/news/2017-03-06-new-research-proves-game-based-learning-works-here-s-why-that-matters
https://www.amazon.com/Gamification-Learning-Instruction-Game-based-Strategies/dp/1118096347
https://karlkapp.com/
https://www.amazon.com/Explore-Like-Pirate-Gamification-Game-Inspired/dp/0986155500
https://www.tisharichmond.com/
https://www.edutopia.org/article/how-use-play-learning
https://www.globalschoolplayday.com/
https://www.breakoutedu.com/
http://creativeedtech.com/
https://sites.google.com/stancoe.org/scoebadgeproject

More [+]

Presenters

Photo
Lindsey Blass, Adobe

Lindsey Blass leads digital learning for San Francisco Unified School District. Serving the largest public urban district in the Bay Area, Blass develops systems and processes that leverage technology and learning environment design to promote academic and social-emotional growth for all students, with an emphasis on leveraging technology and learning environment design to create personalized and inclusive learning environments. She designs for scale and sustainability, moving innovation beyond pockets to create systemic change. As adjunct faculty for Krause Center for Innovation at Foothill College and a Google Certified Innovator, she’s a leader in the educational technology field. She’s the co-author of the book Power Up Your Classroom: Reimagine Learning Through Gameplay. Blass is also a sought-after speaker on personalized learning, mindset shifts and game-based learning, and is the co-founder of #PlayPD, an unconference movement that leverages the power of gameplay to engage educators in designing innovative learning experiences. She’s the recipient of the 2020 CUE Technology Innovator of the Year Award, 2019 CoSN Next Generation Emerging Ed Tech Leader Award and the 2018 ISTE Online Learning Award.

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Gregg Eilers, Stanislaus County Office of Education

Gregg is the Project Coordinator of Ed. Tech in Modesto, CA at the Stanislaus County Office of Education. Previously he worked 15 years for the Modesto City Schools district as a 6th-grade classroom teacher. Gregg holds a Master's Degree in Education Media Design and Technology from Full Sail University where he was elected Valedictorian of his class and earned the Advanced Achievement Award by his colleagues. He also is a Google Certified Educator, Trainer, and Innovator and holds Leading Edge Certifications in Online and Blended Teacher, Professional Learning Leader, and Digital Educator.

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Cate Tolnai, Santa Barbara County Education Office

Cate Tolnai supports educators as MERIT Program Director and Director of Marketing & Strategy and MERIT Program Director at the Krause Center for Innovation at Foothill College. An educator since 2002, she brings her experience in classrooms and as a site, district, & county administrator and professional learning leader to each of her projects. In 2019, she co-authored the ISTE publication highlighting the impact of game-based learning and instructional play, "Power Up Your Classroom: Reimagine Learning Through Gameplay." Cate was named 2022 Blended and Online Educator of the Year by CUE, California's ISTE Affiliate.

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