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Game On! Gamification vs Game-Based Learning: The Battle for Student Engagement

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Grand Hyatt - Texas Ballroom A

Interactive Session
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Session description

This session explores the integration of gamification and game-based learning strategies in the classroom. We will examine innovative teaching approaches, providing real-world examples and practical tips for implementation. We'll discuss how these strategies can increase student engagement, enhance learning outcomes, and foster a positive and active learning environment.

Outline

Introduction (10 minutes)
- The Hook: Gamification in the Real World
- Brief overview of gamification vs. game-based instruction and their benefits in education
- Share a quick, engaging gamified activity to set the tone

Game On! Understanding Gamification Elements (10 minutes)
- Presentation on key gamification elements: points, badges, leaderboards, challenges, etc.
- Discussion: How these elements can be applied in different subjects

Gamification in Action! Case Studies (15 minutes)
- Present real-world examples of successful gamification in classrooms
- My Gamified Classroom (Levels, Quests, Boss Battles, and more!)
- Candyland 2.3 Choice-Board Project
- Analyze the strategies used and outcomes achieved

Managing Your Gamer Inventory! Tools and Resources (5 minutes)
- Demonstrate popular gamification tools and platforms
- Provide a list of resources for further exploration

Sandbox! Hands-on Activity (15 minutes)
- Divide participants into small groups
- Each group designs a gamified lesson plan for a specific topic
- Groups share their ideas with the class

Q&A and Conclusion (5 minutes)
- Address any questions from participants
- Recap key takeaways and encourage implementation

Process and Engagement Tactics:
Peer-to-peer interaction: Integrated throughout the session through group discussions, collaborative activities, and think-pair-share exercises.
Device-based activities: Utilize interactive games to facilitate real-time engagement.
Facilitator-led discussions: Guide discussions to ensure key points are addressed and participants have opportunities to share their experiences and insights.

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Supporting research

Gamification:
Kapp, Karl M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Wiley. This book provides a comprehensive overview of gamification, exploring its principles, strategies, and applications in various educational contexts. These elements align with the focus on implementing gamification in the classroom in this proposed session.

Matera, M. (2015) Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners. Dave Burgess Consulting, Inc. This guidebook for educators gives practical strategies for classroom engagement through gamification and game-inspired design to transform learning into a more exciting and meaningful experience. This session's emphasis on student engagement strategies includes examples of the gamification elements that are featured in this book.

Giant Steps, Inc. (2023) Case Study: Pinelands Regional School District
Fostering Engagement, Collaboration, and Standards-Aligned Growth with Giant Steps
https://drive.google.com/file/d/14CpVucuYNimkLApzHUn3wPXZasLr3ElJ/view?usp=sharing

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Presenters

Photo
Teacher
Pinelands Regional Jr. High School

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

Yes

Grade level:

6-12

Audience:

Teacher

Attendee devices:

Devices useful

Attendee device specification:

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

Subject area:

Interdisciplinary (STEM/STEAM), Other: Please specify

ISTE Standards:

For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
  • Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
For Students:
Empowered Learner
  • Build networks and customize their learning environments in ways that support the learning process.

TLPs:

Develop Expertise, Ignite Agency