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Sparking Energized Learning Through Data-Driven Personalization and Gamification

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Innovator Talk
Virtual Session
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Session description

We will demonstrate how to collect and utilize data to enhance student learning experiences through personalization and gamification. We will focus on maximizing outcomes for all learners, including mainstream, special education, ELL, and gifted learners. Students will also share how this engaging approach empowered them to grow and succeed.

Outline

-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]

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Outcomes

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.

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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/

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Presenters

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Student
UNC Greensboro
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Student
North Carolina State University
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Science and Mathematics Teacher
Atlanta Public Schools
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Exceptional Education Prog. Coordinator
Atlanta Public Schools

Session specifications

Topic:

Assessment and Data-Driven Practices

Grade level:

PK-12

Audience:

District-Level Leadership, School Level Leadership, Teacher

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:

Microsoft Teams
Google Classroom
IXL, Brainpop, Sumdog, MobyMax
PDF Viewer (Adobe, etc)
PowerPoint, Keynote

Subject area:

Interdisciplinary (STEM/STEAM), Mathematics

ISTE Standards:

For Education Leaders: Empowering Leader
For Educators: Facilitator
For Students: Empowered Learner

Transformational Learning Principles:

Develop Expertise, Ignite Agency

Additional detail:

Student presentation
Related exhibitors:
Microsoft Corporation,
IXL Learning