Learning Opportunities

This session has been completed.

Gamification and Educational Technology

Presented By

Janet Bell, Darren Maltais

Session Details

Date Time
February 21, 20244:00 pm to 6:00 pm

Location

Virtual

Grade Levels

All

Like any good pedagogical approach, gamification in our classrooms provides ways we can strategically challenge students to grapple with subject matter in ways that they might have found less engaging otherwise. Whether engaged in a quick little “Monster Quiz” review of some math facts, a class-long digital breakout activity grounded in concepts from a unit of study, a short-term Minecraft project that demonstrates a series of learning outcomes at the end of a unit, or a longer-term entirely gamified classroom, it makes sense for us teachers that when so many of our students are engaged in gamified activities when not at school, we can leverage that literacy to help engage them in the content we want them to learn while at school.

In this session we’ll explore gamification through the lens of SAMR: How can we use games-based curricular activities to substitute, augment, modify or even completely redefine what we’d have done before? Wherever you are on your edtech journey, this approach will provide you with a sensible onramp to more gamification in your classroom through the stories and tools shared.

Whether you’re interested in quick little tools that can help you create fun online review games quickly, or longer games-based project ideas, come to this session and get inspired!

Target Audience

Teachers, School-based Administrators, Instructional Coaches, Learning Coaches, Inclusive Learning Teachers

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