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Immerse Yourself and Play (Mobile Scavenger Hunt)

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Pennsylvania Convention Center, Terrace Ballroom II/III

Participate and share: Interactive session
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Presenters

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Teacher
Zenith Accelerated Learning Academy
@bohanand
@bohanand
Debbie Bohanan has taught for over 30 years in Osceola County, FL. She has worked with students from K-12 grade. She is currently teaching digital video at an at-risk school for students in grades 8-12. Debbie holds a bachelor’s degree in Elementary Education, a master’s degree in Education Media Design and Technology, is a national board certified teacher for over 20 years, ESOL Endorsed and certified in Technology (6-12). Her networks include the Discovery Educator Network and Leadership Council, MIE, TIE, Nourished Teachers and the ISTE Digital Storytelling Network. She has presented at FETC, ISTE Live, and Creative Constructor Lab.
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Senior Director, Global Learning Initiatives
Hall Davidson served education for 40 years. In the classroom, he taught on an Emmy-winning mathematics series, while performing improv in Los Angeles. An administrator, he led a county media technology consortium serving 400,000 students. He served on the boards of ISTE, California-affiliate CUE, and state task forces, and students through the nation’s oldest student media festival. He is president of an educational media foundation serving a million students. He has keynoted conferences internationally. He currently serves as Senior Director of Global Learning Initiatives for Discovery Education, serving more than half the schools in the US and countries on four continents.

Session description

Are you looking for a way to get your students up and moving, communicating and collaborating? This workshop will show you how to incorporate the 5 C's to create a engaging lesson around any content. Attendees will utilize a variety of mobile apps to complete a team scavenger hunt.

Purpose & objective

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.

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Outline

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!

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Supporting research

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.

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Beginner
Audience:
Library media specialists, Professional developers, Teachers
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Kahoot!,
Shazam,
Halo AR,
Quiver 3D,
Google Translate,
QR Code Reader,
Chat GPT
Subject area:
STEM/STEAM
ISTE Standards:
For Educators:
Collaborator
  • Use collaborative tools to expand students' authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally.
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
For Students:
Creative Communicator
  • Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.