Event Information
I. Introduction (2 minutes)
Briefly introduce the importance of integrating game-based learning and AI tools to teach computer science and coding without interrupting the productive struggle required to learn.
Provide an overview of the session, highlighting the key tools that will be demonstrated: Code Combat, Juicemind, Microsoft Copilot, and ChatGPT.
II. Code Combat: Game-Based Learning for Personalized Coding Education (10 minutes)
Content:
Introduce Code Combat as a game-based tool that supports personalized learning, scaffolding, and problem-solving in Python.
Demonstrate how AI within Code Combat encourages learning without giving direct answers, and demonstrate how it saves time on grading by supporting multiple solution paths.
Provide examples of student projects and how students comment on their code.
Highlight Code Combat’s alignment with 9th–12th-grade programming standards.
Demo:
A quick live demo showing how Code Combat functions, using pre-recorded videos and screenshots to demonstrate key features.
Encourage participants to sign up for a free trial after the session for further exploration.
III. Juicemind: Interactive Coding Quizzes and Collaborative Feedback (10 minutes)
Content:
Introduce Juicemind as a standards-aligned quiz game platform that integrates real coding inside the game environment, encouraging learning through trial and error.
Explain how Juicemind moves beyond multiple-choice quizzes, allowing students to practice coding directly.
Showcase examples of the platform’s collaborative features, including peer feedback, and display screenshots of student projects and capstone work.
Discuss how students use AI tools like ChatGPT to assist with coding but retain responsibility for their learning.
Demo:
Present a brief demo, using screenshots or videos, to illustrate how Juicemind functions as an interactive quiz tool.
IV. Teacher Tools and AI Integration for Lesson Planning (6 minutes)
Content:
Demonstrate how to use Microsoft Copilot to interact with the AP CSP manual, pulling out standards and integrating them into lesson plans.
Show how to leverage AI tools like Copilot and ChatGPT to draft student questions efficiently and enhance assessment quality.
Explain how to upload quizzes from the College Board portal into ChatGPT to generate alternative classroom questions.
Demo:
A video demonstration of Microsoft Copilot pulling standards from the AP CSP manual.
Screenshots showing ChatGPT in action, creating quiz questions from AP College Board materials for use in the classroom.
V. Q&A and Call to Action (2 minutes)
Encourage participants to explore the tools further by signing up for free trials
Share a QR code for connecting and asking further questions.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. This foundational research explains the Technology Acceptance Model (TAM), which is key in understanding how tools like Microsoft Copilot and ChatGPT can be integrated into lesson planning and classroom workflows, enhancing productivity and engagement. https://www.researchgate.net/publication/200085965_Perceived_Usefulness_Perceived_Ease_of_Use_and_User_Acceptance_of_Information_Technology
Kroustalli, C., & Xinogalos, S. (2021). Studying the effects of teaching programming to lower secondary school students with a serious game: A case study with Python and CodeCombat. This case study demonstrates how CodeCombat enhances student learning and engagement through a game-based approach, comparing it to traditional teaching methods. It also examines the impact on performance in basic programming concepts. https://link.springer.com/article/10.1007/s10639-021-10596-y
Malliarakis, C., Satratzemi, M., & Xinogalos, S. (2014). Designing educational games for computer programming: A holistic framework. This paper provides a framework for using educational games in teaching programming, emphasizing the importance of interactivity and immediate feedback for learning code. https://eric.ed.gov/?id=EJ1035677
Michael, D. R., & Chen, S. L. (2005). Serious games: Games that educate, train, and inform. This book discusses the effectiveness of serious games in education, including the potential for game-based learning to engage students in complex topics like programming. https://www.amazon.com/Serious-Games-Games-Educate-Train/dp/1592006221
McREL International. (2019). CodeCombat Implementation Study. This study highlights the positive impact of CodeCombat in classrooms, emphasizing the tool’s ability to scaffold learning and teach programming through a game-based environment. The research shows improved student engagement and time-saving assessment processes for teachers. https://codecombat.com/images/pages/impact/pdf/CodeCombat_ImplementationStudy_Summary.pdf
Papadakis, S., Kalogiannakis, M. (2020). Using gamification for supporting an introductory programming course. This study outlines how gamification can support the learning of programming concepts, particularly through game-based platforms like Juicemind, which offer interactivity and real-time feedback in coding. It stresses the importance of trial-and-error learning in engaging students and deepening their understanding of programming concepts. https://www.inderscience.com/offers.php?id=106282
Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User acceptance of information technology: Toward a unified view. This study expands on the Technology Acceptance Model and discusses how teachers and students can integrate technology tools like AI into everyday practices, facilitating lesson planning and assessment. https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3375136