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Come on Down!: Edutainment, Engagement and STEAM

,
Pennsylvania Convention Center, 120A

Participate and share: Interactive session
Recorded Session
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Presenters

Photo
Teacher
Corona-Norco Unified School District
@MissMoeTeaches
@MissMoeTeaches
Lisa Moe teaches 5th Grade in Corona-Norco Unified School District and is known on Social Media as @MissMoeTeaches. She was named the 2020 Edwin Carr recipient in Educational Technology through California State University, Fullerton and the 2021 IACUE Blended and Online Educator of the Year. In 2022, she was featured on CBS Mission: Unstoppable as a leading female in STEM. She currently serves on the Inland Area CUE board and hopes to continue to make a positive and significant impact in the world of educational technology.

Session description

Experience the possibilities of gamifying your classroom, energizing lessons and using edtech tools, while engaging and nurturing student social-emotional learning. We'll share the tools you need to immediately implement and amplify teaching pedagogy.

Purpose & objective

This session allows for seamless implementation within the classroom by building off of the lessons and curriculum already existing within the attendee’s classroom. Through sparking attendee interest and nurturing their own creativity, this session will bring out the personal best of the educator and in turn, bring out the personal best in their students.

Through strategies of engaging learners and fostering an inclusive environment through equitable, collaborative, and creative student-led work, students develop skills in diverse perspectives, intrinsic motivation, and confidence. Attendees will see firsthand student examples of projects, engagement, and learning. Evidence of success will be shown through video clips of my classroom being featured on NBC Nightly News with Lester Holt, Good Morning America, CBS Mission:Unstoppable, and various other large media platforms for our positive, inclusive, and innovative classroom.

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Outline

5 mins: Introduction and Background information
5 mins: #1 Activity Introduction and first-hand examples within the classroom
6 mins: #1 Audience Interactive Choice Board Game
2 mins: Game/Lesson Debrief
5 mins: #2 Activity Introduction and first-hand examples within the classroom
6 mins: #2 Audience Interactive Choice Board Game
2 mins: Game/Lesson Debrief
5 mins: #3 Activity Introduction and first-hand examples within the classroom
6 mins: #3 Audience Interactive Choice Board Game
2 mins: Game/Lesson Debrief
3 mins: Sharing of resources
3 mins: Closing Activity/Final Questions

This session is an immersive experience starting from the moment attendees enter. As the presenter, I will be dressed as a gameshow host, playing game show instrumental music, using a game show host voice, and allow attendees to interact with the presentation game board slide and playing games. Each digital game board piece is linked to a different lesson, activity, and template for attendee use. There will be aspects of interaction, hands-on making, and opportunities to plan.

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Supporting research

https://slejournal.springeropen.com/articles/10.1186/s40561-019-0098-x

Burgess, Dave. Teach like a Pirate: Increase Student Engagement, Boost Your Creativity, and Transform Your Life as an Educator. Dave Burgess Consulting, Inc., 2018.

Meehan, John. Edrenaline Rush: Game-Changing Student Engagement Inspired by Theme Parks, Mud Runs, and Escape Rooms. Dave Burgess Consulting, Inc., 2019.

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Beginner
Audience:
Professional developers, Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Google Drive, Google Slides
Subject area:
Computer science, STEM/STEAM
ISTE Standards:
For Coaches:
Change Agent
  • Facilitate equitable use of digital learning tools and content that meet the needs of each learner.
For Educators:
Facilitator
  • Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
For Students:
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.