Wouldn't you love to have...
In your classroom
presentaTIOn
Melissa Ligh MAT/NBCT
01
- 20 years in corporate management and training development
- 14 years of teaching in the public school system
- Teacher Ted Talk
- CTI Published Cirriculum
Title your section here
Objectives: 1. Discuss the theory of connectivism and how it applies to learning.
01
2. Discuss effective ways to integrate connectivism through gaming.
Title your section here
3. Design an interactive game/presentation.
Technology has changed the way kids learn.
They no longer need to be memory banks-and they know it. Knowing is becoming obsolete. We are tasked with creating enriching, challenging, and relevant learning experiences.
Students in the U.S. perform better in reading when both the teacher and students use devices in the classroom (Concordia.edu).
Theory of Connectivism
"Connectivism is a relatively new learning theory that suggests students should combine thoughts, theories, and general information in a useful manner. It accepts that technology is a major part of the learning process and that our constant connectedness gives us opportunities to make choices about our learning. It also promotes group collaboration and discussion, allowing for different viewpoints and perspectives when it comes to decision-making, problem-solving, and making sense of information. Connectivism promotes learning that happens outside of an individual, such as through social media, online networks, blogs, or information databases." (WGU.EDU)
(Min: 3:52-7:16)
The landscape has changed-we need to guide students and teach them to maneuver through the data, while adding value to the future.
Students want to learn...
But they don't want to be bored.
- Gaming is the top interest of boys age 8-15 and second highest for girls (Gilsenan)
- 70% of gamers play every day (Gilsenan)
Kids will sit for hours playing a game if it is fun and challenging.
Why gamification?
Application of the Educational Game to Enhance Student Learning Siu Yin Cheung Hong Kong Professor
"One of the factors that Malone and Lepper (1987) mentioned to increase intrinsic motivation is curiosity. If learners are curious and have a desire for knowledge, they are more likely to pay more attention to the new information in order to integrate into their existing knowledge. Curiosity is induced when there is a gap between our perceived discrepancies or conflicts from our personal expectations and knowledge"
Gamification can reduce the gap.
Benefits of GamingBased on the research
"Students learn many skills including but not limited to creativity, critical thinking, sportsmanship, and problem solving. Students also develop positive learning memories and are more inclined to participate because gaming is low stakes."
"Studies have found that virtual games can improve focus and attention for students with ADHD and help students with dyslexia improve spatial and temporal attention, which can translate into improved reading"
Can gaming make you smarter?
Gaming linked to increase grey matter in the brain
"A study of nearly 2,000 children found that those who reported playing video games for three hours per day or more performed better on cognitive skills tests involving impulse control and working memory compared to children who had never played video games" (NIH.Gov)
Video gamers were found to exhibit better cognitive performance involving response inhibition and working memory, as well as altered blood oxygen level–dependent (BOLD) signal in key regions of the cortex responsible for visual, attention, and memory processing.
Gaming-like anything else, must be done purposefully.
"According to research, using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks. One study of the popular multiple-choice quiz game Kahoot found that it improved students’ attitudes toward learning and boosted their academic scores. In addition, studies have found that virtual games can improve focus and attention for students with ADHD and help students with dyslexia improve spatial and temporal attention, which can translate into improved reading." (Hoa P. Nguyen, Edutopia) Technology can also help level the playing field for those who don't have the resources they need!
Encouragement and saluting learning is key! Teachers set the process in motion and allow learning to occur !
bit.ly/Get2KnowMe2
You will have five minutes in breakout rooms to play!
Sign in to poll
https://bit.ly/GenieInUrClass
Try these Games
Participants will have 5-7 minutes to play any/all
Create Escape Rooms
Add rigor to any lesson
Let's take the rigor up a notch!
In this experience, students will work for days engaged in a 'who done it?" and in what seems to be a game, but they are learning.
Numerous templates for interactive content
Add animation
Present to your students
Spice things up
Engagement is key!
Numerous templates for interactive content
Explore
Listen
Watch
Engage!
Embed videos
Videos can be added to the gamification process
Boredom can be detrimental to learning! Genially helps you prevent student boredom.
Create Graphic stories
Or better yet-have your students create Graphic stories
Lorem ipsum dolor
Students can create and demonstrate understanding
Genialy feedback
Genialy is continuously adding new features and looking for feedback. As an Ambassador I have seen so many improvments over the years. Please feel free to reach out to me if you have suggestions
VS
Data
melissa_ligh@ccpsnet.net
While the free account does not provide data, the master account does. Within this, you are able to look at student attempts, percentage correct, time on screens and more.
Application: Let's do this
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Leo
Gemini
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Libra
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Aquarius
Gimkit Create
Students can create and demonstrate understanding
Thank You
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Transcript
Wouldn't you love to have...
In your classroom
presentaTIOn
Melissa Ligh MAT/NBCT
01
Title your section here
Objectives: 1. Discuss the theory of connectivism and how it applies to learning.
01
2. Discuss effective ways to integrate connectivism through gaming.
Title your section here
3. Design an interactive game/presentation.
Technology has changed the way kids learn.
They no longer need to be memory banks-and they know it. Knowing is becoming obsolete. We are tasked with creating enriching, challenging, and relevant learning experiences.
Students in the U.S. perform better in reading when both the teacher and students use devices in the classroom (Concordia.edu).
Theory of Connectivism
"Connectivism is a relatively new learning theory that suggests students should combine thoughts, theories, and general information in a useful manner. It accepts that technology is a major part of the learning process and that our constant connectedness gives us opportunities to make choices about our learning. It also promotes group collaboration and discussion, allowing for different viewpoints and perspectives when it comes to decision-making, problem-solving, and making sense of information. Connectivism promotes learning that happens outside of an individual, such as through social media, online networks, blogs, or information databases." (WGU.EDU)
(Min: 3:52-7:16)
The landscape has changed-we need to guide students and teach them to maneuver through the data, while adding value to the future.
Students want to learn...
But they don't want to be bored.
- Gaming is the top interest of boys age 8-15 and second highest for girls (Gilsenan)
- 70% of gamers play every day (Gilsenan)
Kids will sit for hours playing a game if it is fun and challenging.Why gamification?
Application of the Educational Game to Enhance Student Learning Siu Yin Cheung Hong Kong Professor
"One of the factors that Malone and Lepper (1987) mentioned to increase intrinsic motivation is curiosity. If learners are curious and have a desire for knowledge, they are more likely to pay more attention to the new information in order to integrate into their existing knowledge. Curiosity is induced when there is a gap between our perceived discrepancies or conflicts from our personal expectations and knowledge"
Gamification can reduce the gap.
Benefits of GamingBased on the research
"Students learn many skills including but not limited to creativity, critical thinking, sportsmanship, and problem solving. Students also develop positive learning memories and are more inclined to participate because gaming is low stakes."
"Studies have found that virtual games can improve focus and attention for students with ADHD and help students with dyslexia improve spatial and temporal attention, which can translate into improved reading"
Can gaming make you smarter?
Gaming linked to increase grey matter in the brain
"A study of nearly 2,000 children found that those who reported playing video games for three hours per day or more performed better on cognitive skills tests involving impulse control and working memory compared to children who had never played video games" (NIH.Gov)
Video gamers were found to exhibit better cognitive performance involving response inhibition and working memory, as well as altered blood oxygen level–dependent (BOLD) signal in key regions of the cortex responsible for visual, attention, and memory processing.
Gaming-like anything else, must be done purposefully.
"According to research, using games in teaching can help increase student participation, foster social and emotional learning, and motivate students to take risks. One study of the popular multiple-choice quiz game Kahoot found that it improved students’ attitudes toward learning and boosted their academic scores. In addition, studies have found that virtual games can improve focus and attention for students with ADHD and help students with dyslexia improve spatial and temporal attention, which can translate into improved reading." (Hoa P. Nguyen, Edutopia) Technology can also help level the playing field for those who don't have the resources they need!
Encouragement and saluting learning is key! Teachers set the process in motion and allow learning to occur !
bit.ly/Get2KnowMe2
You will have five minutes in breakout rooms to play!
Sign in to poll
https://bit.ly/GenieInUrClass
Try these Games
Participants will have 5-7 minutes to play any/all
Create Escape Rooms
Add rigor to any lesson
Let's take the rigor up a notch!
In this experience, students will work for days engaged in a 'who done it?" and in what seems to be a game, but they are learning.
Numerous templates for interactive content
Add animation
Present to your students
Spice things up
Engagement is key!
Numerous templates for interactive content
Explore
Listen
Watch
Engage!
Embed videos
Videos can be added to the gamification process
Boredom can be detrimental to learning! Genially helps you prevent student boredom.
Create Graphic stories
Or better yet-have your students create Graphic stories
Lorem ipsum dolor
Students can create and demonstrate understanding
Genialy feedback
Genialy is continuously adding new features and looking for feedback. As an Ambassador I have seen so many improvments over the years. Please feel free to reach out to me if you have suggestions
VS
Data
melissa_ligh@ccpsnet.net
While the free account does not provide data, the master account does. Within this, you are able to look at student attempts, percentage correct, time on screens and more.
Application: Let's do this
Taurus
Aries
Cancer
Leo
Gemini
Virgo
Scorpio
Libra
Pisces
Capricorn
Sagittarius
Aquarius
Gimkit Create
Students can create and demonstrate understanding
Thank You