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Transform Your Classroom into an Exciting Digital Board Game or Quiz Show

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 9

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Presenters

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Assistant Director of Virtual Programs
Penn Museum
Kevin D. Impellizeri, PhD, (he/him) is a historian and museum educator based in the Philadelphia area. He has over a decade of museum education experience, developing diverse programs with a specialization in game-based learning and social justice-oriented programming at the likes of the National Constitution Center, Eastern State Penitentiary Historic Site, and the Mütter Museum. He is currently the Assistant Director of Virtual Programs at the Penn Museum. Kevin earned a PhD in history from the University of Delaware, where he studied the evolution and material culture of home video game systems in the United States.

Session description

This session addresses game-based learning as a fun, engaging way of delivering/reviewing educational content and standards-based curriculum materials. Participants will learn to use slide platforms, such as PowerPoint and Google Slides, to create their own “race to the end” style board games or Jeopardy style quiz games.

Purpose & objective

Participants will identify ways to integrate game-based learning into their curricula or educational programs.
Participants will identify two methods of using slide deck presentation platforms in ways that do not involve simple presentations.
Participants will learn how to design simple race-to-the-end and quiz games that can be adapted to a variety of content and learning objectives.
Using a template and guided instruction, participants will create two types of games they can use in their in-person, virtual, or hybrid learning environments.

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Outline

Part 1. Brief overview of educational games (theory and practice) (10 minutes)
Through discussion questions and a brief slide presentation, participants will examine different ways they can integrate games into their learning environments.
Part 2. How can games enhance your classroom experience? (10 minutes)
Through discussion questions and a brief slide presentation, participants will learn ways instructors are utilizing games.
Part 3. Let’s develop our own Jeopardy style quiz games in PowerPoint (15 minutes)
Using their own devices, participants will adapt their own game using a provided template and instructor guidance.
Part 4. Let’s design our own race-to-the end games in PowerPoint (15 minutes)
Using their own devices, participants will adapt their own game using a provided template and instructor guidance.
Part 5. Q&A (10 minutes)

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Supporting research

Theory on games and learning: Jane McGonigal, Reality is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Press, 2011)
Lee Sheldon, The Multiplayer Classroom: Designing Coursework as a Game (Cengage Learning PTR, 2011)
Some useful virtual games: Kevin Impellizeri, "Connecting with Students Through Play: 5 Games We’ve Used in Our Virtual Youth Programming," MütterEDU, November 11, 2020, https://mutteredu.wordpress.com/2020/11/11/connecting-with-students-through-play-5-games-weve-used-in-our-virtual-youth-programming/
Examples of Museums using games for learning/engagement: The Animal Crossing Diaries, National Videogame Museum, https://thenvm.org/blog/the-animal-crossing-diaries/
ROM Minecraft, Royal Ontario Museum, https://www.rom.on.ca/en/learning/rom-minecraft

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Session specifications

Topic:
Games for learning & gamification
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Access to Google Slides or Microsoft PowerPoint
Access to image editing software, such as Photoshop, is recommended. They can also use Pixlr Advanced Photo Editor, a free online program that has many of the same features (https://pixlr.com/e/).
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • 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.