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Gamifying Questioning: Using Technology to Engage Students in High-level Questioning

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Colorado Convention Center, Mile High Ballroom 3B

Explore and create: Exploratory Creation lab
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Presenters

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Technology Trainer Administrator
Cincinnati Public Schools
@Queenmel99
@QueenMel99
Hello dahlings! My name is Melissa Kincaid. I have been an educator since 2003. Beginning as a classroom teacher I have taught Mathematics and Science grades 5 - Algebra 1. Currently, I am on the ROCKSTAR Learning Technologies Team of Cincinnati Public Schools as a Technology Trainer Administrator. I am also a visiting instructor at Miami University where I get to learn and grow alongside pre-service teachers! My passion is utilizing creativity, innovative techniques, and technologies to engage and empower ALL students to learn and grow. (https://bit.ly/kincaidonyoutube)Hello dahlings! My name is Melissa Kincaid. I have been an educator since 2003. Beginning as a classroom teacher I have taught Mathematics and Science grades 5 - Algebra 1. Currently, I am on the ROCKSTAR Learning Technologies Team of Cincinnati Public Schools as a Technology Trainer Administrator. I am also a visiting instructor at Miami University where I get to learn and grow alongside pre-service teachers! My passion is utilizing innovative techniques and technologies to engage and empower ALL students to learn and grow. (https://bit.ly/kincaidonyoutube)
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Education Evangelist
Jesse Lubinsky is an Education Evangelist for Adobe. He is an Adobe Creative Educator, a Google Certified Innovator & Trainer, a CoSN CETL, an adjunct professor of education and technology, and an international keynote speaker. Jesse is co-author of “Reality Bytes: Innovative Learning Using Augmented and Virtual Reality” and "The Esports Education Playbook: Empowering Every Learner Through Inclusive Gaming." He is also co-host of the Partial Credit Podcast and the Ready Learner One Lounge, a virtual reality show focused on innovations in teaching and learning. He is currently a doctoral student in Education Leadership at Manhattanville College.

Session description

This hands-on session will explore ways to use various technologies to engage students in effective questioning. Come learn through play as we experience how to use Desmos Polygraph, Adobe Express, Chat GPT, MagicSchool.ai, Google Slides, Peardeck, Microsoft Flip and more to develop strategies for higher-level questioning.

Purpose & objective

The purpose of this session is to provide a hands-on experience in utilizing technology to involve students in higher-level thinking and questioning skills. As the classroom and workforce become increasingly hybrid, it is important that our students can thrive and share their voices using digital resources. In this session will have an immersive look at a variety of digital platforms I have used with students including Desmos Polygraph, Adobe Express, Chat GPT, MagicSchool.ai, Google Slides, Peardeck, and Microsoft Flip. We will experience the resources hands-on as well as the teacher resources for instruction going forward. As evidence of success for this session, you will leave with ideas, strategies examples, and a network of teacher collaborators to share ideas throughout the year.

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Outline

I. Presenter Introduction/Welcome (5 min)
II. Sign up on Peardeck - We will be using Peardeck to guide the session activities (5 min)
III. “The WHY” - We will take a few moments to establish why engaging students in questioning is important. (5 min)

IV. How to use Desmos for questioning (Polygraph)
* Intro/Experience as a student (10 min)
* Experience teacher resources for further instruction (5 min)

V. How to use Google Slides/Peardeck for questioning (Fact or Fib)(2 Truth and a Lie)
* Intro/Experience as a student (10 min)
* Experience teacher resources for further instruction (5 min)

VI. How to Use Video and Animation (Adobe Express/Microsoft Flip) for questioning (Who am I)(The interview)
* Intro/Experience as a student (10 min)
* Deep dive into Adobe Express and experience teacher resources for further instruction (5 min)

VII. How to utilize AI tools for game creation (Chat GPT, MagicSchool.ai)
* Snapshot of Chat GPT and MagicSchool.ai (10 min)
* Collaborate on impactful pieces. (10 min)

VII Debreif/Q & A (10 min)

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Supporting research

The content in this session is supported by the visible learning research of Professor John Hattie. The resources in this session employ several high-impact teaching strategies including Questioning, Feedback, Self-questioning, Collaboration, and Discussion. (https://www.education.vic.gov.au/Documents/school/teachers/management/highimpactteachingstrat.pdf)

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Session specifications

Topic:
Games for learning & gamification
Grade level:
6-8
Skill level:
Beginner
Audience:
Principals/head teachers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices required
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
* Software needed to be loaded in advance: Google Slides
* We will use the following, however, NO PRIOR ACCOUNTS are NEEDED: Peardeck, Desmos, Adobe Express, Screencastify, Google Slides, Kami, Book Creator, Quizziz
ISTE Standards:
For Educators:
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
  • Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
For Students:
Empowered Learner
  • Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session