Session Type

Workshop (up to 75 minutes)

Topic

Innovative Teaching Strategies

Session Abstract

Today’s classroom demands a different style of engagement and assessment, primarily due to the changing nature of today’s learners. In fact, according to Liz Dwyer in “How Gaming is Changing the Classroom,” by the time students are age 21, they will have participated in over 10,000 hours of video gaming. As a result, using traditional pedagogies and “skill and drill” teaching strategies aren’t as effective with students who are more inclined to favor a controller over a book. Therefore, regardless of the discipline, adding gamification to the classroom can dramatically increase student engagement and also provide instructors with instantaneous assessment tools as well. Karl M. Kapp, author of “Games, Gamification, and The Quest for Learner Engagement,” claims that “Game-based learning can turn disconnected, bored learners into engaged participants.” This session will focus on presenting methodologies for engagement and assessment that lend themselves to gamification as well as offer attendees the opportunity to practice with and build their own games during the session. During the workshop, attendees will have an opportunity to use PollEverywhere, CandyLand, Jeopardy, Bingo, various puzzle activities, and online game repositories.

Keywords

engagement, assessment, gamification, gaming

Location

DiGiorgio Campus Center 220

Start Date

6-2-2016 2:55 PM

The Two Chances Game for WU conference.doc (26 kB)
The Two Chances Game

“Are We Playing a Game Today__ Handout - Google Docs.pdf (661 kB)
“Are We Playing a Game Today?”: Classroom Engagement and Assessment Through Gamification

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Feb 6th, 2:55 PM Feb 6th, 4:10 PM

“Are We Playing a Game Today?” Classroom Engagement and Assessment Through Gamification

DiGiorgio Campus Center 220

Today’s classroom demands a different style of engagement and assessment, primarily due to the changing nature of today’s learners. In fact, according to Liz Dwyer in “How Gaming is Changing the Classroom,” by the time students are age 21, they will have participated in over 10,000 hours of video gaming. As a result, using traditional pedagogies and “skill and drill” teaching strategies aren’t as effective with students who are more inclined to favor a controller over a book. Therefore, regardless of the discipline, adding gamification to the classroom can dramatically increase student engagement and also provide instructors with instantaneous assessment tools as well. Karl M. Kapp, author of “Games, Gamification, and The Quest for Learner Engagement,” claims that “Game-based learning can turn disconnected, bored learners into engaged participants.” This session will focus on presenting methodologies for engagement and assessment that lend themselves to gamification as well as offer attendees the opportunity to practice with and build their own games during the session. During the workshop, attendees will have an opportunity to use PollEverywhere, CandyLand, Jeopardy, Bingo, various puzzle activities, and online game repositories.