Game On! Gamification vs Game-Based Learning: The Battle for Student Engagement
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Grand Hyatt - Texas Ballroom A
Session description
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.
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
Presenters

Session specifications
Topic:
Grade level:
Audience:
Attendee devices:
Attendee device specification:
Laptop: PC, Chromebook, Mac
Tablet: Android, iOS, Windows
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
- Build networks and customize their learning environments in ways that support the learning process.