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The Participants will be able to:
Understand the purpose of gamified learning and how it connects both to social-emotional learning skills and future-readiness skills
Create engaging assessments for students
Utilize multiple game-based learning tools
Ensure accessible personalized learning materials
Learn how students can engage in game design
Engage in a gamified session to see the benefits and culture
Receive resources and templates to gamify their classroom
Get connected to esports opportunities and communities
Learn how to set up their school’s esports program
This type of gamified professional learning model has been amongst the most popular sessions and most effective at initiating culture-shift at several other conferences where we have engaged in it.
We were planning a 2-hour playground broken up into 3 40 minutes sessions. That is 18 regular sessions across 6 tables each with its own GBL theme (gamified assessments, game design, gaming equity, etc.). One stage zone will be dedicated solely to esports activities, and the other will involve active larger gamified activities like a mini-escape room.
There will also be game-based resources posted throughout and the whole experience itself will be gamified and allow participants to earn rewards by attending and engaging in sessions.
https://braveintheattempt.com/2017/07/31/10-important-research-findings-on-games-in-education/
http://digitalpromise.org/wp-content/uploads/2016/02/Using-Research-in-Ed-Tech.pdf
https://www.edsurge.com/news/2022-06-21-competitive-coders-are-the-future-of-esports-and-the-rising-stars-of-computer-sciencehttps://www.edsurge.com/news/2021-05-10-how-research-informed-games-may-result-in-deep-learning-experiences
Related exhibitors: | Promethean Inc., Wakelet, Samsung Electronics, Microsoft Corporation, SMART |