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The purpose of this session is to provide a hands-on, interactive scavenger hunt using mobile devices that can be adapted to any curriculum. Participants will be immersed in the learning so they can experience the scavenger hunt through the eyes of their students. They will utilize their mobile devices and free apps to complete challenges and work together as a team. Participants will need to have the following apps loaded on their mobile devices to participate in the challenge: Shazam, Quiver, QR Code Reader and Google Translate.
This mobile scavenger hunt has been used with my CTE students to celebrate digital learning day and is very successful.
Participants will use Shazam to identify the title of a song that will lead them to their first clue. They will use the title of the song to determine the appropriate image to scan. If they can the correct image, they will receive the next clue that will involve a search engine. If they are wrong, they will be redirected to the teacher in the hat for additional assistance. Once they have researched the answer to the clue, they will locate the correct body of water posted on the walls around the room. The next clue will involve using google translate and a search engine. The participants will translate the language and find the country represented by the flag on their card. At the next station, they will find a set of puzzle cards. On one side will be a portion of a QR code. On the other side will be two letter state postal abbreviations. Participants will need to determine what the letters represent, place them in the correct order according to their geographic location, and scan the QR code for the next clue. The next clue will use ChatGPT to create an original story. Participants will copy the text into ChatGPT, build their story with the help of AI and record their first paragraph on their device. The table will contain another clue that will send them to the money table. At this station they will use a tiny cell phone magnifying glass to read the states on a $5 bill. The answer will lead them to the states table. The state table folders will contain Quiver coloring pages, they will find the image of pūkeko in the correct folder. Once they scan this common New Zealand swamphen, they will advance to the stage while imitating the pūkeko movement from the AR image. When they reach the teacher in the hat, they will show their video recording of their AI story for the win!
https://ssec.si.edu/stemvisions-blog/5-benefits-gamification
The Smithsonian Science Center describes the benefits of gamification for increasing student engagement and motivation. "Gamification aids in cognitive development in adolescents. Gamification aids in accessibility in the classroom."
"Researchers found that the game-like atmosphere was favorable in the classroom and increased productivity.