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The purpose of this session is to introduce the concept of gaming as a learning method in the learner-centered classroom to make learning more personalized, authentic, competency-based and equitable. Participants will know specific digital games that they can implement that build 21st century skills, help develop community and provide feedback to students. They will leave with a variety of ideas to implement in their classroom tomorrow.
15 min [Whole Group-Interactive]: Get to know you game using Kahoot (all participants will use a device to participate in this game)
35 min [Whole Group-Interactive]: Gamifying the Learner Centered Classroom: participants learn 6 different ways to use games for authentic, competency-based, personalized learning while playing some of the games in a small way
10 min [Whole Group-Interactive]: Closing
https://www.edutopia.org/article/5-tips-using-digital-games-class
https://link.springer.com/chapter/10.1007/978-3-642-23456-9_30