Using Dungeons & Dragons along with other forms of gamification to boost student engagement and learning outcomes.

Audience Level: 
All
Institutional Level: 
K-12
Streamed: 
Onsite
Abstract: 

After an extended evolution in immersive curriculum scaffolding partnered with a change in student learning styles, educators must adapt their methods to find new engaging ways to curate active learning environments utilizing emerging technology and trends to gamify curriculum in all educational settings. Gamification is an invaluable resource to encourage student engagement.

Extended Abstract: 

After an extended evolution in immersive curriculum scaffolding partnered with a change in student learning styles, educators must adapt their methods to find new appealing ways to curate active learning environments utilizing emerging technology and trends to garner and retain students’ active engagement. Gamification is an invaluable resource to encourage student commitment and enjoyment of learning.

Our current students are growing up with video games, competitions, and emerging technologies. They are great tools to build an active learning environment to engage students and pull them into lessons. A majority of the student population is active on YouTube and Twitch and frequently can even watch esports on ESPN. As educators, we can tap into these interests and even use them to aid in student learning.

Attendees will take a deep dive into what gamification is and how an action plan can be developed to implement gamification on various levels. All attendees will leave with skills and the ability to gamify their curriculum from a single lesson to a complete unit of instruction. This session will review how to not only instruct via gamification but also how to assess student learning outcomes in a gamified manner.

Not all gamification needs extensive technology. Gaming experiences like Dungeons and Dragons can be used with sheets of paper and theater of the mind. This is a terrific way to knock down some walls and allow students to use their imagination, passively building their literacy and communication skills, which are often lacking.

Gamification is a beautiful way to build a community from a diverse student population and bring them together into a fully inclusive classroom setting.

This will be an engaging, upbeat session! Attendees will be completing a gamified task competition in which the winner the bring home a new tool they can use to gamify their classroom!

Be sure to bring your instructional skills, competitive edge, and, most importantly, your imagination!

Conference Track: 
Technology and Future Trends
Session Type: 
Education Session
Intended Audience: 
All Attendees