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Play, Learn, Repeat: Gamification to Transform Individuals & Societies in the MYP

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HBGCC - Posters, Table 11

Poster
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Session description

The poster will explore how gamification can transform the MYP classroom, increasing student engagement and participation. It will provide strategies for incorporating game mechanics into lessons of social studies It will also highlight digital tools and the educators will leave with ideas for their teaching practice, collaboration, and creativity.

Outline

I.- Introduction 10 minutes: explain what gamification is and how it affects into a classroom.
-Interactive game: Blooket to quiz atiendes on their understanding of gamification
- Peer to peer discussion: share the challenges of student engagement.
II.- Gamified Learning activities 20 - 25 minutes
1.- Exploration of how to design gamified activities that align with IB criteria or educational standards.
2.- Group Activity where participante can design their own gamified activity.
III.- Digital Tools 10 minutes
Demo of Google sites, Blooket, Canva and Genially
IV.- Inclusive gamified experiences 20 minutes
1.- Discussion of how to create authetic Learning experiences through gamification.
2.- Examples of gamified experiences with videos of students who speak from their perspective
V.- Assessment 15 minutes:
Reflection on the assessment practicas focusing on how both individual and Group performance can be evaluate.
VI.- Q&A 5 - 10 minutes
Attendees can ask and questions and recap of the session.

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Supporting research

https://uwaterloo.ca/centre-for-teaching-excellence/catalogs/tip-sheets/gamification-and-game-based-learning

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10611935/

https://www.mdpi.com/2227-7102/14/4/367

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Presenters

Photo
MYP Teacher
Madison International School

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

Yes

Grade level:

6-8

Audience:

School Level Leadership, Teacher

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: iOS, Windows, Android
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

Internet/ Wifi
Blooket.com
Genially.com
Smartphone or tablet

Subject area:

Social Studies or History

ISTE Standards:

For Educators:
Designer
  • Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
For Students:
Knowledge Constructor
  • Build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Global Collaborator
  • Contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.

TLPs:

Prioritize authentic experiences, Connect learning to learner