Personalize, Play, Progress: Riddle Rooms as Learning Tools
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Marriott Rivercenter - Grand Ballroom IJ
Session description
Outline
Times will vary depending on the session that is approved
5 minutes: Participants will complete a sample Riddle Room
5 minutes: Why Gamify
5 minutes: Ways to modify / adapt
20 minutes: Share & Model Templates
5 minutes: Examples of Flipped Classroom Riddle Rooms
5 minutes: How to ensure engagement & accountability
5 minutes: How to use the templates & create riddle rooms
30 minutes: Model Edpuzzle, Quizizz, Formative, Book Creator, and Kami.
10 minutes: Break & Make
Participants will be engaged by first completing a sample ISTE Riddle Room. Throughout the presentation, participants will be encouraged to participate by answering riddles (small prizes will be given), siting examples of how this could be used in their classrooms, question breaks at the end of each section before continuing, and time to create their own riddle room with me available for support.
Supporting research
https://www.trueeducationpartnerships.com/schools/gamification-in-education/
Presenters

Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
We will access to Edpuzzle, Formative, Quizizz, Kami, but these are all web-based so nothing needs to be downloaded previously.
Subject area:
ISTE Standards:
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.
Empowered Learner
- Use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
TLPs:
Disclosure:
Influencer Disclosure:
Related exhibitors: | Kami, Edpuzzle, Quizizz Inc. |