E-game, reviewing with the gambling game
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Colorado Convention Center, Bluebird Ballroom Lobby, Table 6
Presenters

Session description
Purpose & objective
Our goal is to share the results of this project and show how upper elementary students can use programming and technology to create an application about multiplication tables and introduce them to children in a fun and gamified way.
Outline
Welcome: an initial trigger question about the topic will be applied for them to answer by means of a survey. Duration 10 min
Presentation of the project: The project will be presented through infographics that will be presented at the stand, explaining the inspiration of the project and the process to reach the final result.
Duration 20 min.
Project objectives: Students will present the objectives of the project through a presentation in Canva. Duration 10 min.
Demonstration of the project: Several participants will be asked to go to the game area to take an IPad with which they scan a QR code to see the board to complete and will start mentioning each of the cards with different results for players to answer as fast as they can the corresponding operation and can mark it on their board. The first participant to complete the template wins the game. Duration 30 min.
Space for questions: 10 min.
Conclusion: To conclude, the importance of learning the multiplication tables in their next school grades will be mentioned. Duration 10 min.
Supporting research
Quintana, J. G., & Jurado, E. P. (2020). The reality of gamification in primary education: A multi-case study of Spanish schools. Perfiles educativos, 42(168), 107-123.
Marín-Díaz, V. (2015). Educational Gamification. An alternative for creative teaching. Digital Education Review.
García Gaitero, F., García Gaitero, Ó., & Martín Martín Martín, M. (2018). Gamification as a resource for the improvement of English learning in primary education. In Advances in democracy and distributed leadership in education: Proceedings of the II International Congress on Leadership and Improvement in Education. Research Network on Leadership and Improvement in Education (RILME).
Session specifications
Empowered Learner
- Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
- Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
- Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.