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Participants will:
In this session, participants will embark on a quest to rescue Princess Peach by conquering different "levels" inspired by the classic video game. Each level corresponds to an ISTE Standard for Students as they collaborate, build and comprehend the ISTE Standards for Students on a whole new level
Participants will gain a deep understanding of the ISTE Standards for Students, Coaches, and Teachers, and how they can be integrated into the learning environment.
Participants will explore and evaluate a range of digital tools that align with ISTE standards, promoting engagement and active learning.
Participants will engage in a dynamic scavenger hunt using the interactive tool Deck.Toys, where they will collaborate with random partners to solve real-world problems based on the ISTE standards.
Welcome and Opening Remarks (2 minutes)
Introduce Session Facilitators (1 minute)
Overview of the Session Agenda (2 minutes)
Icebreaker Activity - Forming Random Pairs (5 minutes)
Participants will pair up randomly to encourage collaboration with diverse perspectives.
II. Understanding the ISTE Standards (15 minutes)
Overview of ISTE Standards for Students, Coaches, and Teachers (3 minutes)
Importance of Aligning Technology with Learning Objectives (2 minutes)
Interactive Discussion: How Do the Standards Connect to Your Role? (5 minutes)
Q&A and Clarifications (5 minutes)
III. Navigating the Scavenger Hunt (5 minutes)
Introduction to Deck.Toys Platform (2 minutes)
Scavenger Hunt Guidelines and Objectives (2 minutes)
How to Collaborate with Random Partners on Deck.Toys (1 minute)
IV. Scavenger Hunt Activity (55 minutes)
Participants Engage in Scavenger Hunt (50 minutes)
Randomly paired participants explore the Deck.Toys scavenger hunt, solving real-world problems using ISTE standards and digital tools.
Facilitators Provide Support and Guidance (5 minutes)
Facilitators are available for questions or assistance during the activity.
V. Debrief and Discussion (10 minutes)
Gather Participants for Discussion (2 minutes)
Reflection on the Scavenger Hunt Experience (3 minutes)
Sharing Insights and Challenges (3 minutes)
Discussion: Adapting Similar Activities for K-12 Educators and Students (2 minutes)
VI. Solving the Final Puzzle (5 minutes)
Participants Collect Clues and Items (3 minutes)
Introduction to the Final Puzzle (2 minutes)
VII. Conclusion and Q&A (10 minutes)
Tang, S. (2002). Challenge and support: the dynamics of student teachers’ professional learning in the field experience. Teaching and Teacher Education, 19, 483-498. https://doi.org/10.1016/S0742-051X(03)00047-7.
Desimone, L., Porter, A., Garet, M., Yoon, K., & Birman, B. (2002). Effects of Professional Development on Teachers’ Instruction: Results from a Three-year Longitudinal Study. Educational Evaluation and Policy Analysis, 24, 112 - 81. https://doi.org/10.3102/01623737024002081.
Nguyen, Hoa P. "How to Use Gameplay to Enhance Classroom Learning." Edutopia, 26 Mar. 2021, www.edutopia.org/article/how-use-gameplay-enhance-classroom-learning.
Cheung, Siu Yin, and Kai Yin Ng. "Application of the Educational Game to Enhance Student Learning." Frontiers in Education, 2021, www.frontiersin.org/articles/10.3389/feduc.2021.623793/full.