What if we treated teacher professional development like a game, giving teachers autonomy to choose a pathway, learning what's important to them, in a quest-based, gamified way that includes levels, badging, and more?
Third Places are informal spaces in communities other than home or work/school where people meet. In this presentation for GAME Manitoba 2019, I share how I've seen these emerge in game spaces with my students.
Students to Heroes 2.0 - Gaming Association of Manitoba EducatorsLucas Gillispie
Here's everything I shared at the GAME event keynote. My journey as a gamer and educator, examples of how I and others have used popular games like World of Warcraft and Minecraft for learning, tips for getting a games and learning program going in your school.
Four months into the project, here's an updated version of the Learning With The Lich King presentation that focuses on the WoWinSchool Project (http://wowinschool.pbworks.com). Take a look at what we're learning!
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
Third Places are informal spaces in communities other than home or work/school where people meet. In this presentation for GAME Manitoba 2019, I share how I've seen these emerge in game spaces with my students.
Students to Heroes 2.0 - Gaming Association of Manitoba EducatorsLucas Gillispie
Here's everything I shared at the GAME event keynote. My journey as a gamer and educator, examples of how I and others have used popular games like World of Warcraft and Minecraft for learning, tips for getting a games and learning program going in your school.
Four months into the project, here's an updated version of the Learning With The Lich King presentation that focuses on the WoWinSchool Project (http://wowinschool.pbworks.com). Take a look at what we're learning!
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
Lucas Gillispie's presentation on his experiences playing MMORPG's like World of Warcraft with students over the years and an introduction to the WoWinSchool Project, a project that will use World of Warcraft in an after-school program with students.
In this presentation, you'll connect play with learning, explore the instructional side of video games, get 11 tips for integrating video games into your classroom, and explore a few examples of games you can use in the classroom.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
Badging and microcredentials are all the rage in teacher professional development, however, if we're just sticking badges on a workshop, we're accomplishing nothing. In this presentation, Lucas Gillispie explains how his gamified PD program, EPIC Academy works and lessons learned.
EPIC Teaching Academy is a new program, launching in the Spring semester, that provides district educators with an opportunity to explore a gamified approach to professional development. Built primarily in 3DGameLab, players will have a chance to earn badges certifying their mastery of a variety of topics! Educators can then share their earned badges with the world through platforms like Mozilla's Backpack.
Learning professionals face challenges to keep pace with the speed in which valued skills and capabilities are sweeping the workforce. With the added complexity of ubiquitous learning, disruptive technologies and multi-generational workforce diversity, we can safely agree that the time is now for learning and development functions to reboot. During this session, you will learn how Blue Cross and Blue Shield of North Carolina’s evidence-based approach is positioning us to reduce learning cost, improve stakeholder satisfaction, align to value-based business outcomes and gain efficiencies.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
Using Elgg to support an Alternate Reality GameKatie Piatt
Slides presented at ElggJam 2007.
More information on this project at:
http://katiepiatt.blogspot.com/2009/05/studentquest-2006-aka-who-is-herring.html
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
Badging and microcredentials are all the rage in teacher professional development, however, if we're just sticking badges on a workshop, we're accomplishing nothing. In this presentation, Lucas Gillispie explains how his gamified PD program, EPIC Academy works and lessons learned.
EPIC Teaching Academy is a new program, launching in the Spring semester, that provides district educators with an opportunity to explore a gamified approach to professional development. Built primarily in 3DGameLab, players will have a chance to earn badges certifying their mastery of a variety of topics! Educators can then share their earned badges with the world through platforms like Mozilla's Backpack.
Learning professionals face challenges to keep pace with the speed in which valued skills and capabilities are sweeping the workforce. With the added complexity of ubiquitous learning, disruptive technologies and multi-generational workforce diversity, we can safely agree that the time is now for learning and development functions to reboot. During this session, you will learn how Blue Cross and Blue Shield of North Carolina’s evidence-based approach is positioning us to reduce learning cost, improve stakeholder satisfaction, align to value-based business outcomes and gain efficiencies.
This presentation discusses the use of serious gaming as a practical learning tool, especially or the millennial generation. It informs viewers on what serious games look like and what characteristics successful serious games have. You can visit GSE Systems at gses.com and on Twitter @GSESystems
Using Elgg to support an Alternate Reality GameKatie Piatt
Slides presented at ElggJam 2007.
More information on this project at:
http://katiepiatt.blogspot.com/2009/05/studentquest-2006-aka-who-is-herring.html
Video games are considered to be played by teen-aged boys, considered to create more violent and depressive person, socially isolated human being. and above all, video games supposedly are just a waste of your time because you cant learn anything from it.
Well, lets bust these myths about gaming, gamers and games.
Shown at the Researchers' Night, Israel, 2016.
Quest2Teach: The Impact of Immersive Games to Bridge Theory & Practice in Tea...Arizona State University
This is an overview of the theory, game-infused curricula, and research findings that drive Quest2Teach, an innovative and immersive teacher education program.
Quest2Teach is a series of game-infused 3D virtual learning curricula and socio-professional network, created from within a teachers college and designed for teacher education, to help bridge between educational theory and its application to classroom practice.
In Quest2Teach, students create a professional avatar, play out roles in 3D narratives as the protagonist, solve complex problems, fail safely, and see the impact of their decisions while gaining fluency in theories-in-action. Pre-service and in-service teachers evolve their professional identity in a variety of narrative-based 3D role-playing scenarios, each with a particular theoretical focus, and embedded within a larger experience-based curricula and network.
For more information visit www.quest2teach.org or email Dr. Anna Arici, the Director of Quest2Teach at annaarici@asu.edu.
Similar to Gamified Professional Development - EPIC Academy (20)
What are the applications of Augmented and Virtual Realities in the classroom? How can teachers leverage these technologies to support engagement and learning with students?
Digital Learning in Surry County Schools - New Teacher OrientationLucas Gillispie
Presented to Beginning Teachers as part of district New Teacher Orientation. This presentation shares digital learning initiatives in Surry County Schools with newly hired teachers in the district. ]
Presentation shared with the Surry County Schools Furniture Committee regarding classroom design, effective spaces for learning, and functionality of the environment.
Presented at the Surry County Schools Parent Academy, this presentation shares with parents the spaces that our digital kids are exploring, what we should know about them, and how we can at least try to stay up-to-speed.
What does it look like to gamify teacher professional development? In this session, which is also a game itself, participants will learn more about Lucas' latest project, EPIC Academy, a game-inspired, playable professional development program for district educators.
When the Internet Chooses You - Memes, Viral Videos, and Internet Subculture ...Lucas Gillispie
This presentation, delivered at the 2013 NCTIES Conference, is designed to introduce educators to the world of Internet Subculture, Memes, and Viral Videos.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
This presentation, originally presented at Tech Forum Atlanta 2012, discusses the principles that make good games and good learning one and the same. It provides tips for starting a game-based program in your school, and it shares two of Lucas Gillispie's game and learning projects: WoWinSchool and MinecraftinSchool.
The iPod Touch is an incredible tool in the classroom in the hands of our digital learners. Game-based learning is an up-and-coming area of interest in education. What if those two met?
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
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The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
10. Feedback on typical PD from classroom
teachers:
“The PD is dictated to me...”
“It’s boring...”
“I don’t have time...”
“I can read PowerPoint slides, myself...”
“I’m too tired at the end of a day of
teaching for a workshop...”
“It doesn’t address my needs...”
“There’s no
follow-
up...”
“When will I use this again?”
11.
12. What teachers really want in their PD:
Opportunities for
networking and
collaboration...
Differentiation!
CHOICE!!
Variety in format.
Motivation and inspiration.
Connectedness - relational and technological.
True accountability.
Fun.
38. LMS Integration
All evidences and reflections
are shared in the community
page in our LMS
Social elements such as discussion
boards grow community and
connectedness.
40. But, What About CEUs?
100XP = 0.1 CEUs
1000XP = 1.0 CEUs
100XP = 1 hour’s worth of PD
50XP = 30 min.
25XP = 15 min.
“Cash them in at regular intervals (1000XP?)”
45. Community Stats About two
year ago
89
Players
1,513Quests Completed
480Achievements Earned
117
Official SCS
Badges Earned
67,590
XP Earned
69.590
CEUs Acquired1ninja
Discovered
46. Community Stats To date…
420
Players
10,572
Quests Completed
2,386Achievements Earned
1,091
Official SCS
Badges Earned
484705
XP Earned
484.705
CEUs Acquired3Ninjas
Discovered
69. EPIC Academy by http://epicacademy.info is licensed under
a Creative Commons Attribution-NonCommercial-ShareAlike 4.0
International License. All quests designed by the teachers leaders of
Surry County Schools, NC.