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The participants will be able to:
Understand how to integrate platforms for the best effect
Learn about uses for several individual tools and use templates to create their own
Understand the purpose of gamified learning and how it connects both to social-emotional learning skills and future-readiness skills
Play through a gamified professional learning experience
Create engaging assessments for students themselves
Ensure accessible personalized learning materials
See how to engage in collaborative challenge activities across in-person and remote learning spaces.
This type of gamified professional learning model has been amongst the most popular sessions and most effective at initiating culture-shift at several other conferences where we have engaged in it. We have used it with students and through in-person and remote events. Moreso this specific session will push people to look outside their idea of how creativity can be modeled in a classroom
Intro (2-5 min)-Background and introductions, stated outcomes
The Why of Games (5 min)-We will explore the research behind the power of games for learning along with a brief history and explanation of what EduGames have been most effective
Let’s Play (10-15 min)-The whole session is a game where participants will play to learn, but we will break it down into segments. The overall theme will be an exploration of creativity and how it can be incorporated meaningfully into multi-subject instruction
We will begin by explaining the many powerful tools within Adobe Express as a way for students to share their learnings. We’ll model how students can use webpages, videos, posters, infographics, amongst others that are the powered up AI tools embedded right with the platform.
-Collaborative Tools - we will explore the power of collaboration across different Microsoft & Google platforms and how collectively they can enhance each other especially when seeking to engage in inclusive personalized learning. One example is we’ll introduce the topic of Adobe Express created content for Breakout EDU escape rooms and/or OneNote Escape Rooms.
-Creative Tools - taking students to the top of Bloom’s Taxonomy and depths of knowledge to increase inclusively and accessibly, we will explore different pathways for students to creatively demonstrate their mastery of subject matter
-Playful Tools - like a game within a game, participants will explore how students can playfully learn and be assessed
Game Design (25 min) - We will walk participants through the creation of their own games..
Conclusion/Call to Action (5 min)-Not only will learners to be able to take away the full presentation with built-in notes along with their own creations, but we will share a range of other resources and templates we have compiled for educators that they can bring back to instill playful learning in their schools as well.
https://braveintheattempt.com/2017/07/31/10-important-research-findings-on-games-in-education/
https://www.gallup.com/education/267449/creativity-learning-transformative-technology-gallup-report-2019.aspx
https://www.frontiersin.org/articles/10.3389/feduc.2021.622860/full
Related exhibitors: | Adobe, Breakout, Inc. |