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History's New Dimension: AI, Gamification, and the Immersive Exploration of the Past

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Colorado Convention Center, Innovation Arcade: AI Exploration Lab B, Table 2

Innovation arcade: Exploration lab
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Presenters

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Director of Educational Technology
Aquinas High School
@jonathandkeck
Jonathan Keck is a history teacher and technologist in Southern California, currently working in the high school classroom and as the Director of Educational Technology at an Apple Distinguished School. He has M.A.s in both History and Educational Technology and is an Apple Distinguished Educator. He is interested in and writes about technology’s transformation of teaching and learning. His current areas of development are AI, immersive learning, and gamification.

Session description

Explore the synergy of AI, role-playing, and gamification in history education. Unveiling an innovative approach, this session showcases immersive AI-generated environments, gamified historical adventures, and dynamic storytelling methods. Attendees will learn to integrate AI tools, create engaging game-like lessons, foster historical empathy, and inspire active student exploration.

Purpose & objective

Purpose and Objectives of the Presentation:

Purpose: This presentation aims to equip educators with the knowledge and techniques to integrate AI, role-playing, and gamification into history education, making it a lively, immersive, and deeply engaging experience.

Objectives:

Innovative Integration: Educators will grasp the art of intertwining AI-driven narratives with role-playing to breathe life into historical lessons.

Hands-On Experience: Participants will get a taste of crafting gamified history scenarios, fostering a blend of historical accuracy and imaginative storytelling.

Confidence in Application: Attendees will leave with the know-how and inspiration to adapt and implement this approach in their classrooms.

Specific Items:

Educational Challenge Addressed: Traditional history lessons can often feel distant and intangible. There's a need for a more interactive, relatable approach that resonates with the digital-native student population.

Technology: Tools like Midjourney for AI-driven content creation, AI voice generation for auditory experiences, and ChatGPT for simulated dialogues. These aren't just tools; they're gateways to the past, making history palpable.

Models Employed: A classroom model reminiscent of a 'Dungeons & Dragons' campaign. Teachers become the dungeon masters of historical narratives, guiding students on epic adventures while maintaining historical authenticity.

Lesson Plans/Instructional Activities: Imagine a lesson where students, in teams, navigate the Silk Road, bartering, negotiating, facing challenges—all while engaging with AI-generated historical personas. It's not just a lesson; it's an epic adventure in the annals of time.

Evidence of Success: To captivate educators, our session won't just be a talk—it will be an experience. Through a blend of AI-driven scenarios and interactive role-play segments, educators will "live" the method, embodying the very essence of this immersive learning style.

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Outline

1. Introduction: Setting the Historical Stage (10 minutes)

Content: Brief introduction about the abstract nature of traditional history teaching and the need for immersive approaches.
Activity: A quick role-playing prompt where attendees imagine they've traveled back to a significant historical event.
Engagement: Peer-to-peer interaction as attendees share their imagined experiences.

2. AI's Role in Reimagining History (15 minutes)

Content: Introduction to the AI tools: Midjourney, AI voice generation, ChatGPT, and their capabilities.
Activity: Live demo where attendees witness the creation of an AI-driven historical scenario.
Engagement: Device-based activities as attendees explore a pre-created AI scenario on their devices.

3. The Gamification of History (10 minutes)

Content: Discussing the principles of gamifying history lessons, drawing parallels with 'Dungeons & Dragons'.
Activity: Attendees receive a simple gamified historical challenge to solve.
Engagement: Peer-to-peer interaction as attendees collaborate to tackle the challenge.

4. Immersive Role-Playing in the Classroom (15 minutes)

Content: Exploring the concept of role-playing in history lessons and its advantages.
Activity: A mini role-play session, where attendees assume historical roles in a simulated classroom scenario.
Engagement: Active participation as attendees immerse themselves in the role-play, guided by you, acting as the teacher.

5. Crafting Your Own Immersive Lessons (20 minutes)

Content: A step-by-step guide on integrating AI tools, gamification, and role-playing in their lessons.
Activity: Educators, in small groups, brainstorm a brief immersive lesson using the tools and strategies discussed.
Engagement: Peer collaboration, followed by sharing their crafted lessons with the larger group.

6. Q&A and Reflection (10 minutes)

Content: Opening the floor for questions, insights, and feedback.
Activity: Reflection activity where educators jot down how they might implement these approaches in their classrooms.
Engagement: Open discussion, ensuring a comprehensive understanding of the methodologies presented.

7. Conclusion: The Future of Immersive Education (5 minutes)

Content: Envisioning the future of history education, with the integration of technology, gamification, and role-playing.
Engagement: Closing remarks with an invitation for attendees to continue the conversation, sharing their future experiences implementing these strategies.

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Supporting research

AI in Education:
Book: "Artificial Intelligence in Education: Promises and Implications for Teaching and Learning" by Charles Fadel.
Expert: Tom Vander Ark, CEO of Getting Smart, has written extensively on the applications of AI in the educational sector.

Immersive Learning:
Article: "The future of immersive learning" published by Deloitte Insights.
Expert: Chris Dede, Timothy E. Wirth Professor in Learning Technologies at Harvard's Graduate School of Education, has done significant work in the realm of immersive learning environments.
Gamification:

Book: "Gamify: How Gamification Motivates People to Do Extraordinary Things" by Brian Burke.
Expert: Yu-kai Chou, known for his Octalysis framework, a comprehensive framework for gamification design.

Role-playing in Education:
Article: "Using Role Play Simulations to Promote Active Learning" published in the Journal of Interactive and Media Learning.
Expert: Sarah Roman, recognized for her contributions to role-playing as an educational tool.

Emphasizing Engagement:
EMC2 Learning: This educational platform by Michael Matera and Dan Ryder focuses on gamifying learning and has a wealth of resources and frameworks.
Book: "Explore Like a Pirate: Engage, Enrich, and Elevate Your Learners" by Michael Matera.
Book: "Fully Engaged: Using the Practicing Mind in Daily Life" by Thomas M. Sterner.
Book: "EDrenaline Rush: Game-changing Student Engagement Inspired by Theme Parks, Mud Runs, and Escape Rooms" by John Meehan.

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Session specifications

Topic:
Artificial Intelligence
Grade level:
6-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Nothing Required. ChatGPT Account (or a Similar Generative Language AI Tool) may be useful.
Subject area:
Language arts, Social studies
ISTE Standards:
For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
For Students:
Creative Communicator
  • Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.