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After attending participants will:
*Understand how to build and implement a game based program to be used in conjunction with their professional development opportunities and job tasks unique to their schools.
* Know the basics of the program including: set up, marketing, supplies, implementation, maintenance, prizes, motivation, and competition.
*Know how to incentivize staff to increase their capacity as educators.
*Be able to use program data to write professional goals.
*Be able to encourage participants to engage in new learning experiences with the aid of both intrinsic and extrinsic motivating factors.
Concerns about buy-in from administrators and teachers will be addressed.
Models employed in this are: self-paced learning and various pathways to enhance professional growth chosen by teachers.
Instructional strategies employed in this program include use of the district Learning Management System, Schoology, to outline and offer various synchronous and asynchronous professional development opportunities and to track points earned and progress towards goals.
Evidence of success includes observations among the staff during competition as well as data from points earned and increased knowledge and use of best practices among teachers. Success is also seen as teachers employ the new knowledge and practices within classrooms, which in turn increases student engagement and test scores. As teachers became more invested in the program they (and their students) reaped more benefits.
In the allotted time, we will present an in-person session where participants will join in an interactive presentation and then break into groups to allow time for brainstorming and designing the pieces unique to their own program. We will showcase implementing the program through an LMS, specifically Schoology, to track points and house PD workshops, activities and assignments.
Throughout the presentation we will model the use of incentives and badges for participant engagement. The entire presentation will be a gamified experience where participants can earn prizes and compete in a contest.
* Tech Voyage definition and Intro video - ~5 -7 min
* Points Explanation ~ 2-3 min
* Overview of Levels ~ 2-3 min
* Badging System ~ 2-3 min
* Leaderboards to enhance competition and track points ~ 2-3 min
* Incentive Options ~ 2-3 min
* Curriculum Development and Outlining your Program ~ 2-3 min
* Marketing ~ 2-3 min
* Implementation Overview ~ 2-3 min
* Resources ~ 2-3 min
Workshop Stations to begin planning individualized programs ~ 30 min
* Brainstorming
- planning template and peer-to-peer interaction
* Badge Creation
- device-based activity using Canva
* Theme Design
- peer-to-peer interaction
* Curriculum and PD Opportunities Discussion
- device based activity: Choice board development
- peer-to-peer interaction
https://www.weareteachers.com/teacher-shortage-statistics/
https://engage2learn.org/hubfs/Infographics/5%20Strategies%20to%20Support%20Teachers%20Infographic.pdf?utm_campaign=edWebnet%20%20mySmartCoach%20Webinar&utm_medium=email&_hsmi=225135142&_hsenc=p2ANqtz-8__WfES6u1OzgUYWgZyhlCsjROVPJ28qxrCs5gy1J8vMC_tfpfTxBm6CnxJCZXDahQ4XgSmXbkJ_nnChyRvKlX_HLgOlsuppUvf4jPxamL8tvR3FI&utm_content=224876339&utm_source=hs_email
https://home.edweb.net/webinar/personalizedlearning20220411/
https://www.instructure.com/k12/research
http://go.powerschool.com/rs/861-RMI-846/images/PowerSchool_Education_Focus_Report_2022.pdf?mkt_tok=ODYxLVJNSS04NDYAAAGGkCtW5Meb0X4iXC1wMEnUS-V-SEph3A65DDk7B0NYRA46sfSCMxaY1R3jGHoenCJIuKUh2amI9mz3v1stpgf031YhBag65p3wU_lu7tY9Qmr9b8O5&utm_campaign=CAN-2022-09-20_887950&utm_source=marketo&utm_medium=email&utm_content=01_edu_focus_report&utm_term=887950
Bring your laptop (best) or smartphone to participate in workshop stations
Related exhibitors: | Kami |