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Building Literacy through Video Games

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Grand Hyatt - Texas Ballroom D

Innovator Talk
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Session description

Attendees will learn how to leverage video games that students love to play into the classroom learning environment. This can be used for intervention and enrichment. We will offer tools, resources, and lesson example cycles for all types of educators.

Outline

Content that is in the presentation is questions like "What games do you play and how have they impacted you?" or " if you are not a gamer, but your students are, what games do they talk about playing?" Other content is articles to look at and compare, videos, game analysis articles and videos, How-To's, Point of Views and many more. Attendees will get to decide what game they want modeled to learn how it connects, or see how it can be used to teach a lesson and extend beyond the school year in other state tested standards. During this presentation, attendees will also respond to questions, take digital trips to see connections across content, and then be able to ask clarifying questions and connect with the presenters. Each slide is presented about 1-2 minutes, with the bulk of the session focused on the game integration lesson, and across-content connections.

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Supporting research

https://www.npr.org/2020/05/29/864520287/video-games-dont-have-to-be-educational-to-spark-learning

https://www.edutopia.org/article/pairing-books-and-video-games-sel-impact

https://www.edutopia.org/article/high-quality-video-games-can-rival-good-books

https://www.edsurge.com/news/2019-08-09-how-video-games-can-teach-reading-just-as-well-as-books

https://www.edsurge.com/news/2016-09-06-what-video-games-like-doom-teach-us-about-learning-according-to-gbl-guru-james-paul-gee

https://mashable.com/article/god-of-war-norse-mythology

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Presenters

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Assistant Principal
Fort Bend ISD
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RLA Teacher
Iowa Colony Jr. High, Alvin ISD

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

Yes

Grade level:

6-12

Audience:

Curriculum Designer/Director, Teacher Development, Teacher

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS

Participant accounts, software and other materials:

Peardeck, or Google slides

Subject area:

Language Arts, Social Studies or History

ISTE Standards:

For Education Leaders:
Empowering Leader
  • Inspire a culture of innovation, creative problem-solving, and collaboration that allows the time to explore and develop teaching practices using digital tools.
For Educators:
Designer
  • Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
For Students:
Empowered Learner
  • Set learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process to improve learning outcomes.

TLPs:

Connect learning to learner, Prioritize authentic experiences