Gamify With Riddle Rooms for Student Engagement & Success
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Colorado Convention Center, Mile High Ballroom 1BCD
Presenters
Session description
Purpose & objective
Participants will have an increased understanding of Google Slides and how to use hyperlinks to create interactive, engaging games. Templates will be provides for ease of integration into the curriculum and for students ready for the next level, instruction will be provided to create unique games on Google Slides. I will model using riddle rooms that I have created for special education classes, AP Calculus, World Languages, ELA, math, FCS, and more. Participants will be able to adapt the templates to all subject & grade levels. Participants will demonstrate success when they have time to create their own riddle room with me available for support.
Outline
5 minutes: Participants will complete a sample Riddle Room
5 minutes: Why Gamify
5 minutes: Ways to modify / adapt
20 minutes: Share & Model Templates
5 minutes: Examples of Flipped Classroom Riddle Rooms
5 minutes: How to ensure engagement & accountability
5 minutes: How to use the templates & create riddle rooms
10 minutes: Break & Make
Participants will be engaged by first completing a sample ISTE Riddle Room. Throughout the presentation, participants will be encouraged to participate by answering riddles (small prizes will be given), siting examples of how this could be used in their classrooms, question breaks at the end of each section before continuing, and time to create their own riddle room with me available for support.
Supporting research
https://www.trueeducationpartnerships.com/schools/gamification-in-education/
Session specifications
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Instructor will also model how to use Edpuzzle, Quizizz, & Kami which can also be used on any device.
Designer
- Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
- Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Empowered Learner
- Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.