Gamify and Engage - Boost Engagement and Learning in your HPE Classroom.
Session Description
Everyone wants an exciting classroom! This presentation will give you an insight into gamification principles and how these can be easily adapted to your classroom setting.
You will gain valuable skills into how to use gamification in your classroom, including how to set up and run class challenges and templates of various games and activities that can be used to reinforce the learning that occurs in HPE classrooms.
Furthermore, we will take a deep dive into data and how we can use these games and activities to generate formative assessment data to inform quality teaching pedagogy and drive continual teacher improvement.
This session is suitable for any teacher that wishes to build a culture of engagement and competitiveness within their classroom and who teachers subjects from 7-10 and VCE, in PE, Health and Human or Outdoor Education.
Learning Outcomes
By the end of the session participants will:
-Understand the importance of gamification as a pedagogical tool within HPE.
-Use the provided templates to create activities and games that reinforce learning and act as revision tools for students.
-Be confident to utilise gamification activities to generate data that can be used to inform future teaching.
-Share best practice with colleagues to enhance teacher pedagogy.
-Understand the importance of gamification as a pedagogical tool within HPE.
-Use the provided templates to create activities and games that reinforce learning and act as revision tools for students.
-Be confident to utilise gamification activities to generate data that can be used to inform future teaching.
-Share best practice with colleagues to enhance teacher pedagogy.
Curriculum Level
7 - 12
Keywords
Assessment, Differentiation and Modification, Student Engagement
Presentation Type
Classroom Workshop
A
14