Change display time — Currently: Central Daylight Time (CDT) (Event time)

Using Data Strategically to Energize Student Engagement Through Gamification and Personalized Learning

,
Virtual

Blended Content
Virtual Session
Save to My Favorites

Session description

We will show how data can be used strategically to drive meaningful instruction, foster intrinsic motivation, and serve the needs of diverse student populations. We will explore best practices for using this information to enhance learning through personalized learning and gamification in virtual, blended learning and in-person environments.

Outline

-Introductions [5 min]

-Types and sources of data [5 min]

-How to use data strategically to connect students with relevant learning activities to meet their individual needs [10 min]

-Students share experiences with personalized and gamified activities [15 min]

-Examine who data helped to drive positive learning outcomes [5 min]

-Q&A Time [10 min]

More [+]

Supporting research

YouTube Video: https://youtu.be/1wkFGXqJxas

Edutopia Article: https://www.edutopia.org/multiple-intelligences-research

https://www.davidsongifted.org/prospective-families/gifted-traits-and-characteristics/

https://wida.wisc.edu/assess/access

How Personalized Gamification Can Increase Learner Engagement: http://www.thetechedvocate.org/how-personalized-gamification-can-increase-learner-engagement/

Continued Progress: Promising Evidence on Personalized Learning - https://k12education.gatesfoundation.org/resource/continued-progress-promising-evidence-on-personalized-learning/

Gamifying education: what is known, what is believed and what remains uncertain - https://doi.org/10.1186/s41239-017-0042-5

Believe the Hype! How Video Games are Changing Education - https://www.eschoolnews.com/2017/08/23/video-games-changing-education/

The Benefits of STEAM - https://www.seenmagazine.us/Articles/Article-Detail/ArticleId/7556/The-Benefits-OF-STEAM

ClassDojo Impact Research - https://rdw.rowan.edu/cgi/viewcontent.cgi?article=3446&context=etd

DreamBox Harvard Study - go.dream-box.com/rs/715-ORW-647/images/eff-17.5.24-Harvard_Study.pdf

IXL Learning Research Studies - www.ixl.com/membership/educators/started/research

SumDog Research Study - www.sumdog.com/en/1606_research/attachments/Sumdog%20Glasgow%20Effectiveness%20Study%20Report%20US.pdf

BrainPOP Impact on State Standards - https://content.brainpop.com/rs/567-ANS-609/images/The%20Impact%20of%20BrainPOP%20on%20State%20Assessment%20Results%202018.pdf

Minecraft Education Edition Research - https://education.minecraft.net/impact/

More [+]

Presenters

Photo
Science and Mathematics Teacher
Atlanta Public Schools
Photo
Exceptional Education Prog. Coordinator
Atlanta Public Schools
Photo
Student
Charlotte Engineering Early College
Photo
Student
UNC Greensboro

Session specifications

Topic:

Virtual and Blended Learning

TLP:

Yes

Grade level:

PK-12

Audience:

School Level Leadership, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

Spreadsheet Software (Excel, Numbers)

Presentation Software (Keynote, Powerpoint)

Browser (Chrome, Edge, Safari)

Subject area:

Mathematics, Science

ISTE Standards:

For Educators:
Analyst
  • Use technology to design and implement a variety of formative and summative assessments that accommodate learner needs, provide timely feedback to students and inform instruction.
  • Use assessment data to guide progress, personalize learning, and communicate feedback to education stakeholders in support of students reaching their learning goals.
For Students:
Empowered Learner
  • Set learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process to improve learning outcomes.

TLPs:

Connect learning to learner, Ignite Agency