Countless studies have found that teachers are struggling to support
students in maintaining focus, finding self-worth, and being intrinsically
creative learners. Gamification provides the building blocks for engagement,
community, healthy competition, and self motivation, and works with any grade
level and any subject. With gamification, students can use their creativity in
learning choices and earn incentives based around curricular and extracurricular
themes. Student examples from a sixth grade science classroom include reviewing
challenges that emphasize content and game elements. Participants in this
session will gain the initial building blocks to create their own game for their
classrooms that is manageable and can be enhanced over time. Activities will
include defining gamification and creating their own game theme. During the
session, the participant will participate in a game challenge by using a choice
board to explore and expand the strategies and methods of
gamification.
TAKEAWAYS:
Participants will begin the journey of gamifying their classroom right away. They will also leave with resources to use to continue their gamification journey.
SPEAKERS:
Michelle Simmons (Klahowya Secondary School: Silverdale, WA)