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Promoting Equity Through Gamification and Personalized Learning

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 8

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Presenters

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Instructional Technology Specialist
Mason Nichols is a 3-5 interventionist who utilizes technology to empower and support student's creativity. In addition to teaching social emotional learning within the classroom, he believes in instilling a growth mindset that allows students to push themselves to reach their goals. He continues to share his love of diverse books in his classroom to support an inclusive environment. Mason has presented at ISTE several times, and TCEA by sharing ways to differentiate, accelerate learning, and use gamification to enhance lessons.

Session description

The presentation will address strategies to close learning gaps and ways to accelerate learning. Find out how to create effective small groups to personalize learning whether students are in person, virtual or homeschooled. A demonstration of how Boddle promotes inclusivity while empowering students to take ownership of their learning will also be featured.

Purpose & objective

Participants will know strategies to implement effective small group instruction that targets individual needs using personalized learning through gamification. In this session, we will examine Boddle Learning and how gamification motivates and empowers students to learn. Participants will leave knowing tools to bridge the gap in equity and strategies to implement personalized learning based on instant data results for math small group instruction. By the end of the session, learners will be able to examine their classroom data results on assignments and know how to effectively target each student’s needs to accelerate learning and provide meaningful feedback that is positive to promote a healthy classroom climate. If selected for an ed talk, the session will be presented in a presentation style format with opportunities for the audience to participate in discussions, and tasks using devices. If selected for a different presentation style the presentation will be adapted to fit this style of presentation. Evidence of success will be that teachers will leave knowing strategies to personalize learning with gamification for all students. There will be opportunities for teachers to provide feedback and ask questions if needed.

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Outline

Please note: This outline is for Edtalk if accepted. If accepted for a different presentation format the outline will be similar but different to adapt to the presentation style. Participants will have several opportunities to share, connect with others and engage in activities using devices.
5 min: The beginning of the session will first consist of a mentimeter social-emotional learning check-in to engage the audience and show them a quick check strategy to use in their classroom.
5 minutes will consist of reviewing learning gaps within education and how differentiation has always been vital in education and even more now after the pandemic. I will show example reports of data and learning gaps and how to link both through accelerated learning.
5 Minutes will be used to introduce equity in education. A quick explanation of equity within education will be addressed and how being able to target instruction and personalize learning for students helps all students accelerate and succeed. Teachers will have opportunities to share what the difference between equity and equality is and respond to a graphic comparing/contrasting the two via word cloud on devices.
20 minutes. The next 20 minutes will be used to introduce the Boddle platform for math up to 6th grade and ELA up to 2nd grade. I will engage the audience in a word cloud by having audience members share games they remember playing in school and how it affected their learning. From there the audience will learn more about gamification and the benefits of using it to motivate students and create friendly competition. The audience will also be aware of features to help reach all students such as text-to-speech, reteaching embedded videos, translation and pen tools.
15 minutes will be used to demonstrate to teachers the live feed features to create intervention and enrichment groups and how to view the live feed based on how students are performing. After having teachers share together peer to peer they will be able to present or say to other groups how they would group their students for small group instruction. The final minutes of this section will be dedicated to reflecting on the learning teachers made to reinforce personalized learning. The section will end by demonstrating how personalizing learning through gamification helps promote equity.
5-10 minutes. The session will come to a close with reviewing strategies and best practices to engage students in gameplay by creating personalized assignments and how small group instruction is readily available to work with all students. The presentation will end with teachers being able to ask questions and seek clarification if needed.

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Supporting research

Below are some articles that discuss the importance of the session topic.
LEANLAB research on Boddle: https://www.boddlelearning.com/article/research-spring-2021

Reasons why differentiated instruction is important, by a Professor Emeritus at the University of Virginia's School of Education and Human Development: https://www.ascd.org/blogs/7-reasons-why-differentiated-instruction-works

Amid Pandemic Challenges, Leaders of Color Deliver Solutions for Math Students https://velaedfund.org/rising-through-pandemic-challenges-leaders-of-color-deliver-solutions-for-disengaged-students/

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-5
Skill level:
Beginner
Audience:
Curriculum/district specialists, Principals/head teachers, Teachers
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 will not have to have anything downloaded or saved onto their devices. There are times for participation in which a link will be presented and the audience may participate in using the link.
Subject area:
Math, STEM/STEAM
ISTE Standards:
For Educators:
Analyst
  • Use technology to design and implement a variety of formative and summative assessments that accommodate learner needs, provide timely feedback to students and inform instruction.
For Students:
Digital Citizen
  • Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
Global Collaborator
  • Students use digital tools to connect with learners from a variety of backgrounds and cultures, engaging with them in ways that broaden mutual understanding and learning.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session