Gamifying Your Classroom
Location
Room 120
Start Date
28-2-2025 11:35 AM
End Date
28-2-2025 12:15 PM
First Presenter's Brief Biography
Noah Schuette is currently the co-president of the Georgia College Chapter of the Council for Exceptional Children. He is a student educator at Gray station Middle School working with students with Emotional Behavioral Disorders.
Second Presenter's Brief Biography
Ethan Bearden is a senior special education major at Georgia College & State University from Perry, Georgia. He serves on the GCSU CEC planning committee and is currently student teaching at Putnam High School in Eatonton, Georgia.
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Presentation Type
Concurrent Session
Concurrent Session, Poster Session, or any other
Abstract
Gamifying your classroom can make learning more engaging and interactive, motivating students to participate actively and enjoy the process. In this presentation, we will provide some specific, tried-and-true methods for bringing gamification into your classroom.
Conference Strands
Effective Teaching Strategies for Students with Disabilities
Description
Using games in teaching can significantly enhance learning experiences by engaging students, fostering collaboration, and encouraging critical thinking. Games make learning interactive and enjoyable, which can improve knowledge retention and motivate students. In this presentation, we will explore ways to effectively incorporate games into teaching. Some specific strategies covered include:
1. Quests and Challenges: We will provide examples of “quests” for learning objectives. For instance, a “Math Quest” could involve solving a series of puzzles or math problems to find clues that ultimately solve a mystery. We support collaborative challenges where groups of students work together to complete a complex task or problem. Assign roles within each group, such as “Explorer,” “Strategist,” or “Scribe,” to encourage teamwork and accountability.
2. Classroom Escape Rooms: We will provide examples of and teach how to design “escape room” activities where students work in teams to solve subject-related puzzles, riddles, and challenges to “escape” a situation. For example, an English escape room might involve analyzing texts to decode clues, while a science escape room could involve solving problems related to a particular topic.
3. Use a Digital Game-Based Learning Platform such as Kahoot! or Quizizz: Platforms such as this let you create fun, competitive quizzes that can be played in real time.
4. Use Role-Playing for Simulations: Create scenarios where students must act out roles that relate to the lesson topic. For example, in a government lesson, students can role-play as senators, or in a science class, as researchers working in a lab.
Gamification can enhance engagement and add an element of excitement to learning. Each of these ideas can be customized to suit your unique classroom environment and the needs of your students.
Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.
Gamifying Your Classroom
Room 120
Gamifying your classroom can make learning more engaging and interactive, motivating students to participate actively and enjoy the process. In this presentation, we will provide some specific, tried-and-true methods for bringing gamification into your classroom.