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Power Up Your Classroom -- Game Hack-a-Thon

,
Colorado Convention Center, 708/10/12

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Presenters

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Manager, Education Initiatives
Lindsey Blass works as an Education Specialist on the Adobe for Education team, pursuing a passion for creativity for all. She most recently served as Executive Director of Digital Learning for San Francisco Unified School District, designing district-wide systems for leveraging technology to create personalized and inclusive learning environments. Lindsey is co-author of the ISTE publication "Power Up Your Classroom: Reimagine Learning Through Gameplay", the recipient of the 2021 CUE SF Administrator of the Year award, the 2020 CUE Technology Innovator of the Year Award, 2019 CoSN Next Generation Emerging Ed Tech Leader Award, and the 2018 ISTE Online Learning Award.
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Project Coordinator, Ed Tech
Stanislaus County Office of Education
@greggeilers
@greggeilers
Gregg is the Project Coordinator of Ed. Tech in Modesto, CA at the Stanislaus County Office of Education. Previously he worked 15 years for the Modesto City Schools district as a 6th-grade classroom teacher. Gregg holds a Master's Degree in Education Media Design and Technology from Full Sail University where he was elected Valedictorian of his class and earned the Advanced Achievement Award by his colleagues. He also is a Google Certified Educator, Trainer, Coach, & Innovator and holds Leading Edge Certifications in Online and Blended Teacher, Professional Learning Leader, and Digital Educator.
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Adjunct Faculty, Educational Technology
Foothill College
@CateTolnai
@catetolnai42
Cate Tolnai supports educators in the areas of digital learning, artificial intelligence, and creativity throughout the state of California. An educator since 2002, she brings her experience in classrooms and as a site, district, & county administrator and professional learning leader to each of her projects. In 2019, she co-authored the ISTE publication highlighting the impact of game-based learning and instructional play, "Power Up Your Classroom: Reimagine Learning Through Gameplay." Cate was named 2022 Blended and Online Educator of the Year by CUE, California's ISTE Affiliate.

Session description

Pons, cards, dice, and boards … What learning tools can you rediscover in your game closet? Explore game-based learning across cultures, foundational mindsets, and frameworks that empower teachers as global designers. Learn practical strategies to harness the potential of games and revolutionize your teaching methods for today's digital learners.

Purpose & objective

Participants will gain a deep understanding of the theory of game-based learning. Participants will experience joyful learning and creative expression as they both play games and redesign games for instructional purposes. Participants will connect with other educators and co-create new learning experiences that they can bring directly to their learning spaces. Aligned to the CASEL SEL Three Signature Practices, our session begins with a welcoming inclusion activity that invites all participants to connect with each other and the presenters early on. We then move into hands-on collaborative gameplay. Participants will choose a game provided by the presenters and play it as it is intended with a small group. They will then redesign the game using the game pieces, design, and/or strategies to create a whole new challenge for the K-12 classroom. This session will support adult learning by being interactive, self-directed, collaborative, embedding choice, integrating previous knowledge and fun! Participants will experience the world of gameplay and gamification and leave this session with a personal understanding of the Big 3: GBL, Gamification, and Instructional Play. The Culturally Responsive Teaching (CRT) & the Brain, as well as the Historically Responsive Literacy (HRL) Frameworks, will be featured to support the learning. Educators will realize they already have the raw materials they need -- recognizing resources in a new way. Participants will be given the opportunity to showcase their evidence of success by providing a thoughtful reflection via Flipgrid video and Adobe Express and be issued a digital badge for proficiency. Finally, we will culminate the session with an optimistic closure that empower participants to take this experience an think about recreating it with games they currently have at home or in the classroom.

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Outline

Welcoming Inclusion Activity - 5 minutes
*Essential Question: How can gameplay increase motivation, engagement, and build classroom community?
*Slidedeck with a statement and have participants add punctuation and change the font to give it meaning (HRL Framework)

Context for Play - 5 minutes
*Brain connections to play
*Game mechanics
*Global connections to cultural gameplay

Play and Redesign - 25 minutes
*Work in teams to play a game
**Version 1 == as it was intended
**Version 2 == a new and improved way to play

Share Out/Discussion - 10 minutes
*How do you integrate PLAY into your learning space using the resources you already have?
*Can you integrate play into the everyday pedagogy of what you design in your lessons?
*What do you already do that can be leveled up with game mechanics?
*Micro-failing and Micro-winning -- resilience in learning

Optimistic Closure - 5 minutes

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Supporting research

- "Power Up Your Classroom: Reimagine Learning Through Gameplay" (ISTE Publication)
- "Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners"
- "Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students: The Quest to Gamify Your Lessons and Engage Your Students"

Framework Research that supports Gameplay/Gamification:
- Historically Responsive Literacy Framework
- Culturally Responsive Teaching (CRT) & the Brain
- Game-Based Learning (GBL)
- Design Thinking Process
- Collaborative for Academic, Social, and Emotional Learning Framework (CASEL)

Other:
https://my.iste.org/s/store?_ga=2.38411299.1297303884.1633117854-327483383.1632242225#/store/browse/detail/a1w1U000004LparQAC
https://www.iste.org/professional-development/iste-u/learning-through-gameplay
https://www.edsurge.com/news/2017-03-06-new-research-proves-game-based-learning-works-here-s-why-that-matters
https://www.amazon.com/Gamification-Learning-Instruction-Game-based-Strategies/dp/1118096347
https://karlkapp.com/
https://www.amazon.com/Explore-Like-Pirate-Gamification-Game-Inspired/dp/0986155500
https://www.tisharichmond.com/
https://www.edutopia.org/article/how-use-play-learning
https://www.globalschoolplayday.com/
https://www.breakoutedu.com/
http://creativeedtech.com/
https://sites.google.com/stancoe.org/scoebadgeproject

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Session specifications

Topic:
Games for learning & gamification
Skill level:
Intermediate
Audience:
Library media specialists, Professional developers, Teachers
Attendee devices:
Devices not needed
Subject area:
STEM/STEAM
ISTE Standards:
For Coaches:
Learning Designer
  • Collaborate with educators to develop authentic, active learning experiences that foster student agency, deepen content mastery and allow students to demonstrate their competency.
For Educators:
Leader
  • Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.