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The Choice is Yours: Creating Digital Choose Your Own Adventures with AI

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Colorado Convention Center, Bluebird Ballroom Lobby, Table 3

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Presenters

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Digital Learning Specialist
Belinda Howell is a Digital Learning Specialist (DLS) for Aldine ISD in Houston, TX. Prior to joining Aldine, she taught 8th grade Social Studies for Spring ISD and then later transitioned to a Digital Learning Coach. She believes in promoting student engagement, gamification, and creating 21st century learners who utilize computational thinking, embrace AI, utilize their creativity, and think outside the box. She has presented at the Texas Computer Education Association (TCEA), including TCEA's Conference for Educational Coaches (CEC), as well as the Technology and Curriculum Conference of Aldine (TCCA).
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Digital Learning Specialist
A certified educator in Texas for the past 21 years. I have worked in elementary education focusing on incorporating technology into our math and science programs. During our Covid year I moved into the virtual world of supporting our students technically while learning virtually. After 2020 I focused my attention on continuing support in the use of technology outside of the classroom and became a technology coach for other educators. I have worked with numerous campuses and instructors on how to actively engage their students while having accountability built into every activity.

Session description

This session will show participants how to create an engaging "Choose Your Own Adventure" (CYA) with Google Forms, Chat GPT, and Autocrat. Assess student mastery while also boosting engagement, problem solving, and promoting literacy. Let students tap into their creativity by having them create their own CYA individually or collaboratively!

Purpose & objective

By the end of the session, participants will know how to create their own digital "Choose Your Adventure" that they can use in their classroom to assess student learning and promote student engagement, as well as to offer as a student created project.

Participants will learn how to utilize Google Forms to structure the "Choose Your Adventure", how to utilize AI to help write the story choices/outcomes as well as pictures, and how to use Autocrat to capture the student choices/results/data. Participants will learn how to show students how to create their own Choose Your Own Adventures.

Participants will have resources to live templates they can use or share for the creation process, AI tools that will assist with the story writing, autocrat templates to help with the results/data collection, as well as created examples.

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Outline

Do Now: As participants come in, there will be a QR code and link for participants to try out a quick "Choose Your Own Adventure". As participants are going through their own, we will also going through one live (so those without a device can see it) -- 10 minutes

Hook: Across the nation teachers of all grade level and content levels are dealing with poor literacy rates and disinterested students. How do we promote engagement, creativity, and help those literacy rates? How do we get students to not HATE reading? How do we create 21st century learners who embrace problem solving, creativity, AI, and thinking outside the box? Digital Choose Your Adventures. (5 minutes)

Background: Briefly discuss the history of the "Choose Your Own Adventure" book series and how other industries (movies and games) have embraced the Choose Your Own Adventure concept (ex: Walking Dead games, Black Mirror movie/CYA) This same idea can be brought back to education to excite learners again, and how it's easier and quicker now with the use of AI. Highlight relevant scholarly data (5 minutes)

Process:
Creating the Google Form-- how to set up the choice structure (10 minutes)
Using AI to help create the story/choices/pictures (10 minutes)
Autocrating the answers (this isn't a required step necessarily but something that educators and students would benefit from for data purposes) (10 minutes)

Questions/Resources
Answer questions. Then show the resources they will take home, including templates, a walkthrough video, a written guide, the slide deck, and resources to help students. (10 minutes)

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Supporting research

https://www.sciencedirect.com/science/article/abs/pii/S074756322030145X

Putz, Lisa-Maria, Florian Hofbauer, and Horst Treiblmaier. "Can gamification help to improve education? Findings from a longitudinal study." Computers in Human Behavior 110 (2020): 106392.

Bechkoff, Jennifer. "Gamification using a choose-your-own-adventure type platform to augment learning and facilitate student engagement in marketing education." 27, Journal for Advancement of Marketing Education 27 no. 1 (2019).

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Participants will be using free online resources that do NOT need to be downloaded:

Google Forms (free)
Chat GPT (free)
Google Sheets (free)

Subject area:
Language arts, Social studies
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Facilitator
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.