Change display time — Currently: Central Daylight Time (CDT) (Event time)

Mission Possible: A Fully Immersive Gamified Book Study Experience

,
HBGCC - Posters, Table 3

Poster
ISTELive Content
Save to My Favorites

Session description

Our poster showcases the two-year evolution of our gamified book study program for teacher professional development. We've incorporated a backstory, trainer personas, badges, points, missions, and challenges. This innovative approach has significantly boosted educator participation and learning outcomes.

Outline

Introduction
Overview of the gamified book study program
Objectives and goals
Evolution of the Program
Initial implementation and feedback
Transition to a fully gamified experience
Gamification Elements
Backstory and personas
Badges, points, missions, and challenges
Impact on Teacher Engagement and Learning
Participant feedback and testimonials
Measurable outcomes and improvements
Alignment with ISTE Standards
Detailed explanation of how each standard is addressed
Future Directions
Plans for further development and expansion
Opportunities for collaboration and research

More [+]

Supporting research

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification”. http://gamification-research.org/2012/04/defining-gamification/
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?–a literature review of empirical studies on gamification. https://ieeexplore.ieee.org/document/6758978
Dicheva, D., et al. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75-881. https://eric.ed.gov/?id=EJ1070047
Looyestyn, J., et al. (2017). Does gamification increase engagement with online programs? A systematic review. PLOS ONE, 12(3), e01734031. https://pubmed.ncbi.nlm.nih.gov/28362821/
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32, 77-1121. https://link.springer.com/content/pdf/10.1007/s10648-019-09498-w.pdf
Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192-2061. https://sci-hub.se/10.1016/j.chb.2018.05.028
Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-791.

More [+]

Presenters

Photo
K-12 Education Specialist
The Source for Learning
ISTE Certified Educator
Photo
Director of K12 Initiatives
The Source for Learning
ISTE Certified Educator

Session specifications

Topic:

Professional Learning and Development

Audience:

Curriculum Designer/Director, Teacher Development, Technology Coach/Trainer

Attendee devices:

Devices not needed

Subject area:

Teacher Education

ISTE Standards:

For Educators:
Learner
  • Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Leader
  • Model for colleagues the identification, experimentation, evaluation, curation and adoption of new digital resources and tools for learning.
Designer
  • Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.