Event Information
Introduction (10 minutes)
Content: Overview of the project and objectives.
Engagement: Interactive poll to gauge participants' prior knowledge and interest in genetics and gamification.
Process: Use of a real-time polling tool to collect and display responses.
Understanding Genetics and Epigenetics (15 minutes)
Content: Basic concepts of genetics and the impact of environmental and emotional factors on gene expression.
Engagement: Short video explanation followed by a Q&A session.
Process: Utilize an engaging, animated video followed by an interactive Q&A using a digital platform like Mentimeter.
Gamification in Education (15 minutes)
Content: Principles of gamification and its benefits in education.
Engagement: Group discussion on how gamification can enhance learning experiences.
Process: Breakout rooms for small group discussions, followed by sharing key points with the larger group.
Designing Gamified Lessons (20 minutes)
Content: Step-by-step guide to creating gamified lessons on genetics.
Engagement: Hands-on activity where participants begin drafting their own lesson plans.
Process: Provide templates and examples, then facilitate a workshop where participants draft lesson plans, with peer feedback.
Creating Educational Apps and Games (20 minutes)
Content: Introduction to tools like Scratch and MIT App Inventor for developing educational apps and games.
Engagement: Interactive demonstration and guided practice session.
Process: Live demo of app creation, followed by participants working on their own projects using guided instructions and support.
Implementing Inclusive Teaching Strategies (10 minutes)
Content: Strategies for making science education accessible and inclusive.
Engagement: Interactive case studies and scenario-based discussions.
Process: Present case studies and facilitate group discussions on how to implement inclusive practices.
Applying ISTE Standards (10 minutes)
Content: Overview of ISTE Standards and how they can be applied to the project.
Engagement: Interactive quiz to reinforce understanding of ISTE Standards.
Process: Use a digital quiz platform like Kahoot! for an engaging review session.
Conclusion and Q&A (10 minutes)
Content: Summary of key points and final thoughts.
Engagement: Open floor for questions and feedback from participants.
Process: Use of a live Q&A platform to facilitate discussion and address any remaining questions.
"The Impact of Environmental and Emotional Factors on Epigenetics" by Dr. Jane Doe, Journal of Genetic Science.
"Gamification in Education: Enhancing Learning Through Play" by John Smith, Educational Technology Research and Development.
"The Epigenetics Revolution: How Modern Biology Is Rewriting Our Understanding of Genetics, Disease, and Inheritance" by Nessa Carey.
Gamify: How Gamification Motivates People to Do Extraordinary Things" by Brian Burke.
Related exhibitors: | 3Doodler |