Connecting Climate Change with Gamification for Challenge-Based Learning
,
Colorado Convention Center, Bluebird Ballroom Lobby, Table 3
Presenters




Session description
Purpose & objective
The session is about how we can use climate change as a topic for challenge-based learning, sharing experience of using gamification on climate change for elementary students, and getting tips and inspirations on how you will implement your challenge-based project for next year.
We will follow the framework of challenge-based learning, starting from engagement. Students grow up with video games. Using climate change as a Big Idea for our challenge, we will review a research paper published by the United Nations Environment Programme and learn about how playing can deliver for our planet.
On the investigation part, we will introduce an exemplar technology - League for Green Leaders, talk about the potential investigations students can do using the simulations provided by this technology. Related lesson plans will be shared.
It’s always beneficial to see how the learning model comes to life. We will learn from the experience of other schools on the similar approach, and the successful stories of how they implement the challenge-based learning using the exemplar technology.
We want attendees to walk away with concrete plans that they can use immediately. We will guide attendees to start with the engagement, investigation and act to outline their plan for next year, discussion with the group to flash out ideas and unknowns, and turn what they learn into the high level ideas with resources that they can rely on.
Outline
We will review the research from United Nations Environment Programme’s on how video games can deliver for environmental education for about 15 mins.
In the next 10 mins, we’ll introduce an example technology - League for Green Leaders, and highlight the engagement students will get and the simulations that can help students with their investigation.
Hear from Michael Drezek and his experience and observation when he helps his district to implement the League program, get the practical tips from him on implementing the challenge-based learning. About 20 mins.
Invite the group to write down their high level ideas on implementing their challenge-based projects next year. Open the floor to questions and discussions for 15 mins
Supporting research
https://www.bbc.com/news/world-58549373
https://gridarendal-website-live.s3.amazonaws.com/production/documents/:s_document/506/original/gamingpub2019.pdf?1569241220
https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0206266
Session specifications
Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows
Facilitator
- Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
Knowledge Constructor
- Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
- Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.