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Journey Through Writing Wonderland

,
Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 4

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Presenters

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3rd Grade Educator
Sharpsville Area School District
@JENTONEY
@jentoney15
Jennifer Toney is a #PAProudEducator and member of the Keystones Technology Innovators Star: Class of 2019 who teaches in Western Pennsylvania. She is a third grade English Language Arts teacher where she focuses on digital and analog blended learning approaches to all things literacy in her departmentalized, gamified workshop classroom. Her scholarly interests include multimodal composition in the elementary classroom, blended learning approaches to literacy workshops with young learners, and English Language Arts curriculum development in the K-5 setting. Learn more about Jennifer by visiting her website: https://sites.google.com/view/jennifertoney/biography or contacting her on Twitter: @JENTONEY.

Session description

Visit this poster session to learn about one elementary teacher's journey to create a gamified syllabus and level up her third grade writing workshop for the entire year!

Purpose & objective

One of the goals that educators have is to offer students engaging learning experiences that push them to think deeply and solve problems in the community. Along with this, many of us strive to create an environment in which students feel safe and comfortable; and even a place where students can leave their reality for a bit and be immersed in a happier place. In her book, "Reality is Broken", Jane McGonigal discusses that when people are involved in playing games they satisfy a hunger for "more satisfying work, for a stronger sense of community, and for a more engaging and meaningful life." (p. 6) She presents ways that games offer tasks in which players work to overcome failure and seek out challenges. What better way to help our young learners develop work ethic and growth mindset than to turn our classrooms into a game?

Moreover, after attending Keystones:Technology Innovators (KTI) Summit in 2019 and exploring featured speaker--John Meehan's book, EDRenalineRUSH first hand, I decided to adapt many of his incredible ideas for my elementary students. After creating a yearlong game for my writing workshop, I have observed firsthand student growth and a development of a love for learning. Now, I would like to share this experience with the attendees of ISTE 2023 so they can try it too!

Along with time to informally converse with the presenter, this poster session will offer visual examples of tools, techniques, and instructional strategies used to gamify an elementary writing workshop.

As a result of their participation, attendees will be able to brainstorm favorite games that could be the model for any content area and grade.
As a result of their participation, participants will be able to explore high quality, multimodal, educational gamification resources.
As a result of their participation, attendees will be about to begin making a list of badges that can be earned based on teaching content.

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Outline

The focal point of this poster session will be the presenter's, "Writing Wonderland" game board. As attendees visit the poster, specific examples of how each unit of study was transformed into a game will be shared via digital images and authentic examples of student work. Other points of conversation with visual examples may be as follows:

1. Inspiration to gamify the elementary writing classroom (presenter's personal example then help attendees start brainstorming ideas for their own classrooms).
2. Student Buy-in: Kicking the year off with badges! Demonstrate how to design badges and explain how students can take over with badge designs.
3. Connecting the content to the game: Share examples of yearlong units that connect with the game board. Show attendees how to google drive files to organize the content, then started small by planning one unit as a trial. Explain how students leveled up through the writing process, and offer examples of student feedback.
4. Celebrate Often: Example weekly badge ceremony to keep students engaged.

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Supporting research

Matera, M. (2015). Explore like a pirate. Dave Burgess Consulting, Inc.

Matera, M., & Meehan, J. (2021). Fully engaged: Playful pedagogy for real results. Dave Burgess Consulting, Inc.

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.Matera, M., & Meehan, J. (2021). Fully engaged: Playful pedagogy for real results. Dave Burgess Consulting, Inc.

Meehan, J. (2019). Edrenaline rush: Game-changing student engagement inspired by theme parks, mud runs, and escape rooms. Dave Burgess Consulting, Inc.

Pearce, T. (2020). “Gamification beyond the buzzword: Why it’s not what you think”. TrainingZone, https://www.trainingzone.co.uk/deliver/training/gamification-beyond-the-buzzword-why-its-not-what-you-think.

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Session specifications

Topic:
Games for learning & gamification
Grade level:
3-5
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Google Account
Subject area:
Language arts
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Empowered Learner
  • Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.