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This interactive learning session will involve game playing, theory, and discussion around how to consider gamifying literacy support in K-12 classrooms. Participants will look at examples of how to create gameboards for engagement and personalized learning. Research and connections for all learners will be addressed through choice, UDL, multi-literacies, and accessibility tools for both in-person and for digital learning environments.
Introduction (10 m).
Peardeck
Prior Knowledge: Quizizz
Spreadsheet: Point Keeper
Gamification vs. Game-based learning (10 m)
Literacy Connection (10 m)
Engaged in reading, writing, listening, speaking, visual, digital, creating
Elementary v. Secondary breakouts (10 m)
Ideas to gamify literacy support
Discuss equity and inclusion (EL students, differentiation, etc.)
Practical/personal application of Digital games v. in person
Digital escape v. Breakout (10 m)
Brackets (5 m)
Closure (bit.ly, references, questions) (5 m)
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic Mapping Study. Journal of Educational Technology & Society, 18(3), 75-88.
Knowles, M. S., Holton, E. G., & Swanson, R. A. (2015). The adult learner: The definitive classic in adult education and human resource development (8th ed.). Routledge.
McTighe, J. & Willis, J. (2019). Upgrade your Teaching: Understanding by Design Meets Neuroscience. Alexandria, VA: ASCD.
Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.