Creating Energized Learning Teams Through Gamification and Personalized Learning
Participate and share : Poster
Kennan Goodman Delicia Goodman-Lee Calvin Duong Mikayla Deese
Educators will learn how to use gamification and personalized learning to create energized learning teams. Students explain how teams helped to engage and empower them to take ownership of their learning and create a supportive, team-based environment. They also share how teaming helped them win an international competition.
|Audience:||Principals/head teachers, Teachers, Technology coordinators/facilitators|
|Attendee devices:||Devices useful|
|Attendee device specification:||Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
|Participant accounts, software and other materials:||Attendees can access the following software resources, apps, and accounts if available to enhance their learning experience at our session: Classcraft, ClassDojo, IXL, Edgenuity, Discovery Education, Mastery Connect, Socrative, MobyMax, Ellevation, Minecraft, Blue Apprentice, Garage Band, iMovie, Animoto, Adobe Creative Cloud, Kahoot!, Quizizz, Khan Academy, Lexia Core5, Edulastic, Study.com, SumDog, DreamBox, and BrainPOP.|
|Topic:||Games for learning & gamification|
|Subject area:||Science, STEM/STEAM|
|ISTE Standards:||For Educators:
|Additional detail:||Student presentation|
|Related exhibitors:||Kahoot! EDU, Inc., Zoom, Microsoft Corporation, Quizizz Inc., Study.com, BrainPOP, IXL Learning|
Educators will learn how to utilize gamification and personalized learning to create energized learning teams. Students explain how teams helped to engage and empower them to take ownership of their learning and create a supportive, team-based environment. They also share how teaming helped them win an international competition.
Participants will become better informed about how using personalized learning and gamification methods in tandem within learning teams can help students learn more efficiently, have fun, employ a team concept, and be motivated to take direct ownership of their learning. Software tools used that infuse personalized learning and gamification in our STEAM learning environment include Classcraft, ClassDojo, IXL, Edgenuity, Discovery Education, Mastery Connect, Socrative, MobyMax, Ellevation, Minecraft, Blue Apprentice, Garage Band, iMovie, Animoto, Adobe Creative Cloud, Kahoot!, Quizizz, Khan Academy, Lexia Core5, Edulastic, Study.com, SumDog, DreamBox, and BrainPOP.
How Personalized Gamification Can Increase Learner Engagement: http://www.thetechedvocate.org/how-personalized-gamification-can-increase-learner-engagement/
Continued Progress: Promising Evidence on Personalized Learning - https://k12education.gatesfoundation.org/resource/continued-progress-promising-evidence-on-personalized-learning/
Gamifying education: what is known, what is believed and what remains uncertain - https://doi.org/10.1186/s41239-017-0042-5
Believe the Hype! How Video Games are Changing Education - https://www.eschoolnews.com/2017/08/23/video-games-changing-education/
The Benefits of STEAM - https://www.seenmagazine.us/Articles/Article-Detail/ArticleId/7556/The-Benefits-OF-STEAM
Classcraft Social Emotional Learning Alignment - https://files.classcraft.com/classcraft-assets/research/classcraft-sel-alignment-report.pdf
ClassDojo Impact Research - https://rdw.rowan.edu/cgi/viewcontent.cgi?article=3446&context=etd
DreamBox Harvard Study - go.dream-box.com/rs/715-ORW-647/images/eff-17.5.24-Harvard_Study.pdf
IXL Learning Research Studies - www.ixl.com/membership/educators/started/research
SumDog Research Study - www.sumdog.com/en/1606_research/attachments/Sumdog%20Glasgow%20Effectiveness%20Study%20Report%20US.pdf
BrainPOP Impact on State Standards - https://content.brainpop.com/rs/567-ANS-609/images/The%20Impact%20of%20BrainPOP%20on%20State%20Assessment%20Results%202018.pdf
Minecraft Education Edition Research - https://education.minecraft.net/impact/
Kennan Goodman has 19 years experience teaching science and mathematics. He has also worked as a Science Assessments Coordinator for Discovery Education. He serves as the National Science Bowl Regional Coordinator for North Carolina and South Carolina.
Delicia Goodman-Lee has worked in the field of Special Education for 21 years. She currently holds Georgia Educator Certification in School Social Work, Special Education (Behavior Disorders K-12, Reading K-8, Language Arts K-8, Social Science K-8), and Educational Leadership. Her accomplishments include a Bachelor’s degree and Master’s degree from Clark Atlanta University, a Specialist degree from Walden University, and a Specialist degree from Columbus State University. She is currently a Doctoral Candidate at Walden University. Her areas of interest are Special Education, Social Work, School Law, and Mental Health. Delicia contributed as a presenter at ISTE 2020 and ISTE 2021.
I am a senior at the Charlotte Engineering Early College. I have presented Gaming and Gamification in STEM for ISTE in years past, and I also was a digitizing content intern for the National Academy Foundation. I am striving on majoring in electrical/computer engineering in college.
My name is Mikayla Deese and I am a rising junior at UNC Greensboro and I will be discussing how Gaming impacted my education as a student.
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