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Creative Escape: Game Design With Adobe and Breakout EDU

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Colorado Convention Center, Mile High Ballroom 3C

Explore and create: Exploratory Creation lab
Preregistration Required
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Presenters

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Director of School Pathways, CS
NYC Dept. of Education
@seanmarnold
ISTE Certified Educator
For 20 years, Sean has been an educator and administrator in NYC Public Schools (mostly District 75, citywide special education). He remains committed to accessibly and equitably reaching ALL students through innovative technology and practices. He was a featured voice at ISTE 23 and was named a top 30 K-12 IT influencer. This is in addition to many other awards and certifications he has received. The areas in education where his expertise is most highly regarded include the topics of accessibility, gaming, challenge-based learning, computer science, and STEM. He shares his expertise at BraveInTheAttempt.com.
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Technology Integration Specialist
Zionsville Community Schools
@steviefrank23
@Stevie Frank
Stevie Frank (she/her) is a technology integration specialist for Zionsville Community Schools in Indiana. Stevie’s been in education for 13 years in an elementary/middle school setting. She’s earned her masters degree in Literacy Education from Indiana University at Indianapolis and is always seeking to learn more about how to become a better educator for ALL her students. When she’s not in the classroom, she’s chasing around her two boys and marking off travels from her bucket list.

Session description

Escape ordinary learning by combining the power of creative design with gamified assessment. Create analog and digital games to promote social-emotional learning along with future-ready skills. Participants will be shown classroom impact, guided through creation of their own games and play while they do it.

Purpose & objective

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

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Outline

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.

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Supporting research

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

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Intermediate
Audience:
Coaches, Curriculum/district specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Participant accounts, software and other materials:
Adobe Express, Breakout EDU
ISTE Standards:
For Educators:
Designer
  • 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.
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
Related exhibitors:
Adobe,
Breakout, Inc.