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CANCELLED: Nurturing SDG Emergent Leaders Through Gamified Online Reading

,
Virtual

Explore and create: Exploratory Creation lab
Streaming Session
Recorded Session
Presented Virtually
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Presenters

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Teacher trainer
Ministry of education
I am a teacher trainer. I am passionate about integrating technology in teaching and learning. I am concerned about equity in ICT access.

Session description

The attendees will learn how to create virtual escape rooms based on graded reading to raise students' awareness about the Sustainable Development Goals. They will identify the framework for curating suitable reading materials and turning them into a gamified library involving activities aligned with the ISTE Standards for Students.

Purpose & objective

The participants will be able to:
- Create reading passages using AI;
- Create a digital escape room game for reading.

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Outline

Activity 1: Effective prompts to ChatGPT for creating Reading passages about the SDGs (20 minutes) - group work
Activity 2: Designing a breakout room game (25 minutes) - device-based
Activity 3: Sharing and question time (5 minutes) - Q&A

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Supporting research

Gamification advantages and strategies by Deborah Healey

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Session specifications

Topic:
Games for learning & gamification
Grade level:
9-12
Skill level:
Beginner
Audience:
Library media specialists, Principals/head teachers, Teachers
Attendee devices:
Devices required
Attendee device specification:
Laptop: PC
Subject area:
Language arts, Social studies
ISTE Standards:
For Students:
Knowledge Constructor
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.