Event Information
-Using different sources of data to connect students with relevant learning activities to meet their individual needs [8 min]
-Former and Current Students share experiences with personalized and gamified activities [15 min]
-Q&A Time [7 min]
Attendees will learn how students benefitted from consistent personalized and gamified learning experiences to boost their engagement and performance. We will also show them how to aggregate and utilize data from a number of different sources such as IXL, Sumdog, Wayground (Quizizz), KaHoot!, MAP, Ellevation, Lexia Core, Unique Learning System, Prodigy, Edulastic, MobyMax, State Tests, and other district level SIS Systems. Our aim is to advocate the importance of serving the needs of all learners. This includes students considered to be mainstream, gifted, special needs, ELL, etc. We will show how this can be achieved specifically in full virtual, hybrid and in person learning.
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/
| Related exhibitors: | Microsoft Corporation, IXL Learning |