Out With the Old and In With the Play |
Explore and create : Creation lab
Lindsey Blass Gregg Eilers Cate Tolnai
Pons, cards, dice and boards … What learning tools can you rediscover in your game closet? Explore game-based learning and foundational mindsets and frameworks that empower teachers as designers. You'll leave this highly interactive session equipped with the strategies needed to incorporate play into your learning environment.
Audience: | Curriculum/district specialists, Professional developers, Teachers |
Skill level: | Beginner |
Attendee devices: | Devices useful |
Attendee device specification: | Smartphone: Android, iOS Laptop: Chromebook, Mac, PC Tablet: Android, iOS |
Topic: | Games for learning & gamification |
Grade level: | PK-12 |
Subject area: | STEM/STEAM |
ISTE Standards: | For Educators: Leader
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Additional detail: | ISTE author presentation |
This session will support adult learning by being interactive, self-directed, collaborative, embedding choice, integrating previous knowledge and fun! Participants will experience the world of gameplay and gamification and leave this session with a personal understanding of the Big 3: GBL, Gamification, and Instructional Play. The Culturally Responsive Teaching (CRT) & the Brain, as well as the Historically Responsive Literacy (HRL) Frameworks, will be featured to support the learning. Educators will realize they already have the raw materials they need -- recognizing resources in a new way. Participants will be given the opportunity to showcase their evidence of success by providing a thoughtful reflection via Flipgrid video and be issued a digital badge for proficiency.
Introduction - 5 minutes
Slidedeck with a statement and have participants add punctuation and change the font to give it meaning (HRL Framework)
Context for Play - 20 minutes
Brain connections to play
Game mechanics
Play and Redesign - 40 minutes
Work in teams to play a game
Version 1 == as it was intended
Version 2 == a new and improved way to play
Debrief/Discussion - 15 minutes
How do you integrate PLAY into your learning space?
Can you integrate play into the everyday pedagogy of what you design in your lessons?
What do you already do that can be leveled up with game mechanics?
Micro-failing and Micro-winning -- resilience in learning
Wrap up - 10 minutes
Option to earn a digital badge by providing evidence of learning through a Flipgrid video reflection.
- "Power Up Your Classroom: Reimagine Learning Through Gameplay" (ISTE Publication)
- "Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners"
- "Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students: The Quest to Gamify Your Lessons and Engage Your Students"
Framework Research that supports Gameplay/Gamification:
- Historically Responsive Literacy Framework
- Culturally Responsive Teaching (CRT) & the Brain
- Game-Based Learning (GBL)
- Design Thinking Process
- Collaborative for Academic, Social, and Emotional Learning Framework (CASEL)
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.
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.
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.
Googley Math
Hybrid Logistics Experience presented by Cisco and the Learning Counsel
Improve Failures, Completion and Grades with Gamification