Implementing and Evaluating an Online Professional Development on Gamification for K-12 teachers

Brief Paper (Asynchronous) ID: 59600

Abstract: Digital games have been used for educational purposes for almost forty years now (Games & Squire, 2011). Still, most teachers have little or limited experience with digital games (Bourgonjon et al., 2013), especially when it comes to integrating these technologies into the classroom. When teachers play video games, it is usually a small number playing on a regular basis (Kenny & McDaniel, 2011), which can contribute to this limited use of digital games in the classroom. A new approach to the application of games in education has been gamification. A common understanding of gamification involves the application of game elements into non-game contexts (Detering 2011), such as educational settings. Even though there has been some concerns and issues with the implementation of gamification in education (Hanus & Fox, 2015), when used properly, gamification can involve, inform, and educate the learner (Kapp, 2012), This study covers the implementation and evaluation of an online professional development (PD) on gamification for K-12 teachers. The PD will be offered to teachers in Southeastern North Carolina. Modules covered: What is Gamification, Gamification and Classroom Management, Gamification and Content Delivery, and Gamification and Assessment. Each of the modules demonstrate how teachers can use gamification tools and techniques to enhance their instruction.

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