A Different Kind of Digital Breakout
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 26
Presenters

@SarahShartzer
Session description
Purpose & objective
The purpose of this session is to introduce a new style of digital breakout games to teachers and digital learning coaches. The session will start with a brief introduction to the style and why it might be better than previous iterations - based on technology concerns, curriculum integration, and best teaching practices. The middle part of the session will be a game demonstration, where attendees play a model game -- this part will be interactive so that attendees can experience the game as students might. Finally, the end of the session will focus on the nuts and bolts of how to set up a similar game with templates, tips & tricks, and other tools provided.
A version of the session can be found at http://tinyurl.com/ADKoDB and the model game can be found at bit.ly/EECHALLENGE.
Attendees will leave the session knowing the benefits of games in addressing student grit and problem-solving, understanding the experience of students playing the game, knowing how to set up a game of their own, and feeling confident that they can do so.
I presented a version of this session at last year's ISTE Live and got very good feedback:
"This session was excellent. The content was clearly communicated and the examples were robust. The presenter showed extensive knowledge of the topic and their own iterations of implementation. I would recommend this session to all teachers."
"content was well organized, and the resources shared are incredible. Definitely recommending this presenter to my colleagues."
"So engaging and can’t wait to take this back to my classroom"
"Loved this! Thanks for some new ideas"
"Awesome session! I can’t wait to try this."
"Her templates were fantastic!"
"I really appreciate that the presenter was so willing to share all of her work with us :) Thank You"
Outline
5-10 minutes: introduction, technological and pedagogical background of the game
20-25 minutes: game play as students (attendees play a model game)
25-35 minutes: how-to instruction on game set up and tips & tricks, attendees start to build their own games
Supporting research
https://www.iste.org/explore/In-the-classroom/5-ways-to-gamify-your-classroom
https://www.learntechlib.org/p/207719/
http://journal.acrlla.org/index.php/codex/article/view/162
https://www.sciencedirect.com/science/article/pii/S0360131521000336?casa_token=hPMVmdjW5SwAAAAA:of4hqJsgW8Kkryn9AwwagJc6LrOfvT0U3oDcg4D8YC8oP_Ipc3ge8n5A_1c69c9pOn7Jss4
Session specifications
Change Agent
- Facilitate equitable use of digital learning tools and content that meet the needs of each learner.
- Collaborate with educators to design accessible and active digital learning environments that accommodate learner variability.
Designer
- Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.