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Empower Student Creativity With Digital Gameboards Featuring Adobe Express

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Pennsylvania Convention Center, Terrace Ballroom II/III

Participate and share : Interactive session

Presenters

Session description

Colors, shapes, fonts, images - there's so much to create! Empower your students to design their own gameboards using Adobe Express. We’ll explore the impact of game-based learning and how it can flex to meet your needs in the classroom. You’ll walk away with templates ready to remix with your learners tomorrow!
Grade level: PK-12
Skill level: Beginner

Purpose & objective

The purpose of this session is to create a learning space for educators to create game-based learning instructional materials and consider ways to integrate these resources in their classrooms to instill joy in learning. Too many learners and educators are stressed and aren’t able to create time to enjoy each others’ company. This session identifies this issue and provides practical, research-based solutions to address this issue.
Participants will be able to integrate game-based and gamified instructional strategies with confidence.
Participants will remix templates and design original digital resources using the Adobe Express platform.
Participants will be able to experience strategies as a learner and debrief the experience as an instructor.

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Outline

OBJECTIVE: Participants will integrate game-based and gamified strategies into their classroom instruction with creativity and confidence using the Adobe Express platform.

Part 1: Understand GBL as an Instructional Strategy (12 min)
Reflect upon your current classroom culture. How much time do you dedicate to creativity? Do your students feel empowered to exercise voice and choice when it comes to their instructional plans?

Part 2: Play and Design (20 min -- games, peer collaboration)
We’ll dive into some hands-on design time that will result in classroom-ready gameboard templates that help your learners take their first step in the design thinking process.

Part 3: Debrief and Deconstruct (18 min -- digital reflection, peer collaboration)
Consider your learners. Do they feel ready to take risks? If not, how can you help them take micro-risks and build their confidence through gameplay and fun?

Stage 4: Plan for Next Steps (10 min)
Leveraging the research we explored about brains and the experiences we’ve had as practitioners, where will you go from here? How can you bring more creative experiences to your learners without upsetting the established workflow and schedule? Or, are you ready to go big and reimagine the whole thing? You take your own next step!

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Supporting research

https://my.iste.org/s/store?_ga=2.38411299.1297303884.1633117854-327483383.1632242225#/store/browse/detail/a1w1U000004LparQAC
https://www.iste.org/professional-development/iste-u/learning-through-gameplay
https://www.edsurge.com/news/2017-03-06-new-research-proves-game-based-learning-works-here-s-why-that-matters
https://www.amazon.com/Gamification-Learning-Instruction-Game-based-Strategies/dp/1118096347
https://karlkapp.com/
https://www.amazon.com/Explore-Like-Pirate-Gamification-Game-Inspired/dp/0986155500
https://www.tisharichmond.com/
https://www.edutopia.org/article/how-use-play-learning
https://www.globalschoolplayday.com/
https://www.breakoutedu.com/
http://creativeedtech.com/
https://sites.google.com/stancoe.org/scoebadgeproject

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Session specifications

Topic:
Creativity & curation tools
Audience:
Library media specialists, Professional developers, Teachers
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Participant accounts, software and other materials:
Adobe Express for EDU
Subject area:
Career and technical education, Language arts
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session

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