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A Different Kind of Digital Breakout

,
Pennsylvania Convention Center, 118C

Participate and share: Interactive session
Recorded Session
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Presenters

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Technology Integrationist, Math Teacher
Kentucky Country Day School
@SarahShartzer
Sarah is a technology integrationist and math teacher at Kentucky Country Day School in Louisville, Kentucky. She is also the coordinator for the Tech-Teach-Learn Conference and the co-leader of the Google Educator Group Kentucky (GEGKY). During previous summers, Sarah has served as a teacher fellow for the TV channel C-SPAN, creating learning materials for their C-SPAN teacher division, and as an NCTM MTLT Fellow.

Session description

You've likely seen digital breakouts that use Google Sites, but this session will showcase a new version using online puzzle-makers, Slides and bit.ly addresses to create a treasure-hunt challenge. The games can be used in classes or as schoolwide activities.

Purpose & objective

The purpose of this session is to introduce a new style of digital breakout games to teachers and digital learning coaches. The session will start with a brief introduction to the style and why it might be better than previous iterations - based on technology concerns, curriculum integration, and best teaching practices. The middle part of the session will be a game demonstration, where attendees play a model game -- this part will be interactive so that attendees can experience the game as students might. Finally, the end of the session will focus on the nuts and bolts of how to set up a similar game with templates, tips & tricks, and other tools provided.

A version of the session can be found at http://tinyurl.com/ADKoDB and the model game can be found at bit.ly/EECHALLENGE.

Attendees will leave the session knowing the benefits of games in addressing student grit and problem-solving, understanding the experience of students playing the game, knowing how to set up a game of their own, and feeling confident that they can do so.

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Outline

5-10 minutes: introduction, technological and pedagogical background of the game

20-25 minutes: game play as students (attendees play a model game)

25-35 minutes: how-to instruction on game set up and tips & tricks, attendees start to build their own games

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Supporting research

https://www.iste.org/explore/In-the-classroom/5-ways-to-gamify-your-classroom

https://www.learntechlib.org/p/207719/

http://journal.acrlla.org/index.php/codex/article/view/162

https://www.sciencedirect.com/science/article/pii/S0360131521000336?casa_token=hPMVmdjW5SwAAAAA:of4hqJsgW8Kkryn9AwwagJc6LrOfvT0U3oDcg4D8YC8oP_Ipc3ge8n5A_1c69c9pOn7Jss4

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Session specifications

Topic:
Games for learning & gamification
Grade level:
6-12
Skill level:
Intermediate
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Participant accounts, software and other materials:
Google Drive
ISTE Standards:
For Coaches:
Change Agent
  • Facilitate equitable use of digital learning tools and content that meet the needs of each learner.
Learning Designer
  • Collaborate with educators to design accessible and active digital learning environments that accommodate learner variability.
For Educators:
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.