Play, Learn, Repeat: Gamification to Transform Individuals & Societies in the MYP
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HBGCC - Posters, Table 11
Session description
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.
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
Presenters
Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Blooket.com
Genially.com
Smartphone or tablet
Subject area:
ISTE Standards:
Designer
- Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
Knowledge Constructor
- Build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
- Contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.
TLPs:
| Related exhibitors: | Canva Education, LU - Interactive Playground, The Pokémon Company International |
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