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Agility: Learn Differentiated Instruction Through a Free Board Game

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 31

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Presenters

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Associate Professor
Hunter College School of Education
@rhondabondie1
Rhonda Bondie is the Director of the Hunter College Learning Lab and an associate professor in special education. Rhonda began teaching as an artist-in-residence and then spent over 20 years in urban public schools as both a special and general educator. Rhonda’s co-authored book, Differentiated Instruction Made Practical, is used by teachers in more than 30 countries to support their work of ensuring all learners are thriving every day. Rhonda’s research examines how teachers develop inclusive teaching practices and differentiated instruction expertise throughout their career using new technologies.
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Director
StageTools
@bferster

Session description

Can your teacher team or co-teachers adjust teaching to ensure all students reach beyond the learning goals in 45 minutes? Join us to play Agility, a free online or paper-based board game that enables teachers to develop decision-making skills and learn the routines needed to differentiate instruction.

Purpose & objective

The purpose of this session is to introduce participants to the free board game, Agility, developed at the Harvard Graduate School of Education designed to address the challenge of modeling in teacher education the type of learning experiences we desire for P-12 students and teaching teachers how to make decisions to differentiate instruction in response to student learning needs. Teacher widely believe instruction should be differentiated, but report not knowing how to differentiate and not being able to sustain differentiated instruction. Therefore, Agility is critical in modeling effective 21st century learning in teacher education and in teaching teachers are critical urgently needed pedagogical strategies. Our objectives are for participants to: 1. Define agile thinking and differentiated instruction, 2. Find joy in playful learning of differentiated instruction strategies and routines, 3. Collaborate with session participants to solve problems and further learning, and 4. Reflect on learning through game play and anticipate take away learning for participants' own context.

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Outline

1. Introduction to each presenters, fellow participants, and Agility (5 min)
2. Form teams and begin playing Agility game (online participants can play online and in-person participants will play the paper board game) (35 min)
3. Reflect on learning from the game experience (5 min)
4. Identify elements of gamification that nurtured learning (10 min)
5. Session feedback and next steps (5 min)

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Supporting research

Reich, J. Playful Practice: Designing the Future of Teacher Learning
https://cms.mit.edu/podcast-justin-reich-designing-future-teacher-learning/

Bondie, R., & Zusho, A. (2018). Differentiated instruction made practical: Engaging the extremes through classroom routines. Routledge.

Dede, C. & Bondie, R. (2022). What We Want Versus What We Have: Transforming Teacher Performance Analytics to Personalize Professional Development. In Moskal, P., Dziuban, C., Picciano, A. (Eds.), Data Analytics and Adaptive Learning: Research Perspectives. Routledge.

Demystifying differentiated instruction. (2019). Science and Children, 57(2), 14-19. https://www.jstor.org/stable/26901510

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Beginner
Audience:
Professional developers, Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices useful
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
None - attendees can just go to the game URL or can join with others to play the paper-based board game that we will bring to the session.
Subject area:
ELL, Special education
ISTE Standards:
For Educators:
Learner
  • Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
Collaborator
  • Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.