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Level Up Learning: Enhancing Education and Assessment Through Gamification

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HBGCC - Posters, Table 2

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Session description

Discover the power of gamification in education and learn how game-based strategies can enhance student engagement, boost motivation, and improve learning outcomes. Gain hands-on experience with innovative assessment techniques and digital tools, creating exciting educational games tailored to your curriculum then use the data to drive instruction.

Outline

1. Introduction (10 minutes)

Content: Overview of gamification and its impact on student engagement and learning.
Engagement:
Icebreaker Activity: Participants will share their favorite childhood games and how those games fostered engagement and learning.
Process: Use a polling tool (like Mentimeter) to collect responses, encouraging interaction and setting a positive tone.
2. Understanding Gamification (15 minutes)

Content:
Definition and key principles of gamification.
Overview of current research supporting gamification strategies in education (aligning with ISTE Standard 1c).
Engagement:
Group Discussion: Participants will discuss their understanding of gamification and any prior experiences.
Process: Use breakout groups to facilitate discussions, then share insights with the larger group.
3. Gamification Tools and Techniques (20 minutes)

Content:
Presentation of various gamification tools and platforms (e.g., Kahoot, Quizizz, Classcraft).
Explanation of how to collect and analyze assessment data using these tools (aligning with ISTE Standard 7c).
Engagement:
Demonstration: Live demonstration of one or two tools, showing their features and functionalities.
Process: Participants will use their devices to follow along and explore the tools in real-time.
4. Hands-On Activity: Designing Educational Games (25 minutes)

Content: Participants will work in small groups to create their own gamified learning activity.
Engagement:
Collaborative Workshop: Each group will brainstorm ideas, select a learning objective, and design a simple game or activity.
Process:
Provide a template for designing a game.
Encourage peer-to-peer interaction as groups discuss and refine their ideas.
Circulate among groups to offer guidance and support.
5. Innovative Assessment Techniques (10 minutes)

Content: Overview of assessment techniques using game mechanics to track student progress and provide feedback.
Engagement:
Interactive Quiz: Use a gamified quiz to reinforce learning about assessment strategies.
Process: Participants will use their devices to answer quiz questions, reinforcing the content through immediate feedback.
6. Reflection and Q&A (10 minutes)

Content: Summary of key takeaways and next steps for implementing gamification.
Engagement:
Reflection Activity: Participants will jot down one new idea they plan to implement and share it with a partner.
Process: Open the floor for questions and encourage participants to share their reflections with the group.
7. Closing (5 minutes)

Content: Final thoughts and resources for further learning.
Engagement:
Resource Sharing: Distribute a digital handout with links to tools, articles, and research on gamification.
Process: Use a closing poll to gauge participant satisfaction and gather feedback on the session.

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Supporting research

Articles
"Gamification in Education: What, How, Why Bother?" by Lee Sheldon
"The Benefits of Gamification in Education" by Adam A. L. Pritchard
"Game-Based Learning: The Future of Education?" by Jane McGonigal

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Presenters

Photo
Instructional Technology Coach
CNMI Public School System

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

No

Grade level:

PK-12

Audience:

Teacher Development, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Laptop: Chromebook, Mac, PC

Subject area:

Technology Education

ISTE Standards:

For Educators:
Learner
  • Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Analyst
  • Use assessment data to guide progress, personalize learning, and communicate feedback to education stakeholders in support of students reaching their learning goals.