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