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Homemade Blockchain Games: Transforming Crypto Craze Into Creativity (and Learning) Craze

,
Pennsylvania Convention Center, 123

Participate and share: Interactive session
Recorded Session
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Presenters

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Academic Technology Coodinator
Sidwell Friends School
@mrshakedown
Nate serves as the Academic Technology Coordinator at Sidwell Friends School in Washington, D.C. He speaks at schools and conferences to promote passion-based learning on social media, understanding that digital media provides the greatest opportunity to develop curious and insightful lifelong learners. Nate bridges the gap between classroom teaching and digital learning in an effort to grow literate and responsive digital citizens.

Session description

Learn how I turned my classroom and curriculum into a blockchain game that promoted creativity, innovation and a passion for learning unlike anything I have ever seen! Thanks to a souped-up Google Sheet, students could use, trade and earn items on our blockchain to succeed on in-class assessments.

Purpose & objective

Those who create, design, and implement Web3 (blockchain, crypto, NFTs, etc.) are thinking innovatively, creatively, strategically, and optimistically about the future. Whatever the result of "Web3," schools should be engendering this mindset into our students AND preparing them for the world they will inherit. The blockchain game I created does this perfectly and--most importantly--it is easily replicable for participants of this session (no coding needed). Educators will leave this session prepared to build their own blockchain game and implement it into their classrooms and communities no matter what they teach. The learning and community-building spread quickly--far beyond my classroom--making a positive impact on our whole school. I have never seen students more excited about learning in my career; I would love for others to give it a shot!

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Outline

Entrance Ticket (5 minutes) - Activity: What do you know about crypto? This will be a poll that will help me figure out what level the audience is and where I need to start regarding blockchain, crypto, and NFTs
Intro (5 minutes) - Why I set out on this project? Always start with "why"
Tech Breakdown (10 minutes) - Coding a Google Sheet to serve as a blockchain. Share how I did this and how I tried to make it emulate real blockchains so that I could use it to teach cryptocurrencies and NFTs in the real world.
Share-out (10 mins) - share my Google Sheet and allow participants to play with it. This will give participants time to emulate what I did. It will allow them time to be creative and dream big.
Game mechanics (10 mins) - Overview on game-based learning and how it applied to this lesson. This will also allow participants to discuss gamification while also considering how to apply my blockchain project to their discipline.
Curriculum & Collaboration (10 mins) - How I got my colleagues (from every discipline) involved in this / how I used the blockchain to run assessments for the entire grade. This is the holy grail! This is what I want the most eager and engaged participants to take away from this and try at their own schools.
Q&A (10 minutes)

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Supporting research

Every crypto project (including those that failed) but especially Loot.
Yu Kai Chou's - Actionable Gamification
Jane McGonigal - Superbetter
My own blog post on this topic - https://socmeded.blogspot.com/2022/07/blockchain-crypto-nft-education.html

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Session specifications

Topic:
Emergent technologies
Grade level:
6-12
Skill level:
Intermediate
Audience:
Library media specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Coaches:
Learning Designer
  • Help educators use digital tools to create effective assessments that provide timely feedback and support personalized learning.
For Education Leaders:
Connected Learner
  • Develop the skills needed to lead and navigate change, advance systems and promote a mindset of continuous improvement for how technology can improve learning.
For Educators:
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.