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Gamify the Learner-Centered Classroom

,
Pennsylvania Convention Center, 118C

Participate and share: Interactive session
Recorded Session
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Presenters

Photo
Director of Learning Design
Learner Centered Collaborative
@bry_hanson
@hanson_bryannaf
Bryanna Hanson is a Strategic Partnership Lead at Learner-Centered Collaborative. As a former Spanish teacher in a variety K-12 settings often with 1:1 devices, Bryanna is experienced in leveraging technology as a tool to make learner-centered practices more efficient. She is passionate about making learning fun, authentic, and meaningful.

Session description

Games have often only been fun breaks or review. It’s time to rethink how games can be leveraged not only as dessert, but as the main course of a learner-centered environment. Gaming can personalize learning, make competency-based assessment clearer, increase authenticity and create an inclusive learning environment.

Purpose & objective

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.

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Outline

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

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Supporting research

https://www.edutopia.org/article/5-tips-using-digital-games-class
https://link.springer.com/chapter/10.1007/978-3-642-23456-9_30

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Session specifications

Topic:
Games for learning & gamification
Skill level:
Beginner
Audience:
Coaches, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
ISTE Standards:
For Educators:
Designer
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.