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The purpose of this playground is for participants to explore how to engage their students through the concept of play, by playing themselves. As play is inherently less structured, one of the main challenges will be for participants to engage without quite as much guidance, facilitated by the presenters in such a way as to maintain interest and simultaneously allow participants to think ‘outside the activity’ to see it as their students might. Presenters at each station will suggest and use particular technology tools specific to the type of problem being solved, and solicit suggestions from participants (part of the empowering of learners) as to other viable approaches.
We will have each of the presenters/members grouped into the playground areas by the kind of play they will be fostering. Some possibilities include:
Tools that Empower Students to problem-solve in an open environment
Learning through play and extrapolating to other situations (Minecraft, etc.)
Design thinking to solve physical problems
Gamifying learning through open play
There will be different presenters rotating through stations and also one section for live discussions or demonstrations. Generally, each station will change every hour, but some topics will repeat so that audience members can spend adequate time at each station. All stations will include peer-to-peer interactions and many will include device-based activities.
Arnett, T. (2016). Blended learning can help students take ownership of their learning. https://www.christenseninstitute.org/blog/blended-learning-can-help-students-take-ownership-of-their-learning/
Briggs, S. (2022). 50 ways to empower students in a connected world. http://www.teachthought.com/the-future-of-learning/50-ways-empower-students-connected-world/
Delida, D. (2010). Towards a pedagogy of critical happiness: Implications for teaching and learning. http://gateway.proquest.com.prox.lib.ncsu.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3424311
Huizinga, J. (1938/2016). Homo Ludens: A study of the play-element in culture. Angelico Press.
Kuhn, T. (1962/2012). The structure of scientific revolutions, 4th ed.. U. of Chicago.
Mongillo, G. (2008). Play, Games, and Attitude: Student and Teacher Perspectives of Educational GamesJournal of Educational Technology, v5 n2 p44-54.
Scoffham, S. & Barnes, J. (2011). Happiness matters: Towards a pedagogy of happiness and well being. Curriculum Journal 22(4).
Tobin, T. J. & Behling, K.T. (2018). Reach everyone, teach everyone: Universal design for learning in higher education. West Virginia U. Press.
Related exhibitors: | ClassVR, Bluum, WeVideo, Inc., LEGO Education, Qball, 3Doodler, KinderLab Robotics, Inc. |