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Personalize, Play, Progress: Riddle Rooms as Learning Tools

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Interactive Session
Recorded Session
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Session description

Ditch the overwhelming drill & kill worksheets and save time grading and providing feedback. Participants will receive templates for over a dozen seasonal & thematic riddle room templates that are interactive, self-checking, engaging, learner-driven, and can be modified & differentiated for personalized learning.

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.

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Outcomes

After this session, participants will be able to use the Google Slides riddle room templates to create individualized learning experiences for their students and how to easily modify existing templates in order to create access for all students to engage in the learning. Participants will know how to use riddle rooms to remove barriers to learning for students with disabilities. Additionally, attendees will be able to use riddle rooms to introduce or reinforce or review a concept or use riddle rooms to flip their classrooms.
After this session, participants will also be able to create riddle rooms in Edpuzzle, Quizizz, Formative, Book Creator, and Kami.

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Supporting research

https://www.trueeducationpartnerships.com/schools/gamification-in-education/

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Presenters

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Instructional Technology Integration Specialist
ManningTechTalk

Session specifications

Topic:

Games for Learning, Gamification and Esports

Grade level:

PK-12

Audience:

Curriculum Designer/Director, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

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

Participant accounts, software and other materials:

The main focus will be on Google Slides. We will access to Edpuzzle, Formative, Quizizz, Kami, but these are all web-based so nothing needs to be downloaded previously.

Subject area:

Elementary/Multiple Subjects, Special Education

ISTE Standards:

For Educators: Designer
For Students: Empowered Learner

Transformational Learning Principles:

Connect Learning to Learner, Ignite Agency

Disclosure:

The submitter of this session has been supported by a company whose product is being included in the session