GS is a gamification & design consultancy for schools and related Ed organizations. Our mission- deepen the conversation of gamified education w/ real examples
Part 1
Hey Twitter, been awhile.
Joined Twitter at the start of a COVID boosted series of life changes & challenges. I left my classroom to make refined versions of the #games I designed to gamify my class management
Long story short- I’m BACK to a classroom & this
#gamification
Need Help w/ a #gamification idea.
I am returning to the #classroom this fall.
Suggestions for the current, best, easiest, school safe digital way to have a shared online “buzzer” that can tell me not only which student buzzed in 1st, but 2nd & 3rd?
#STEM#edtech#edchat#DIY
This #classroom management #game will allow me to integrate #art into my MS science class this year with chances to design new game critters
Click below & go to slides 5&6 to read the story of my favorite scientist artist: Charles Knight.
#games4ed#STEM
https://t.co/ir2l94GH5k
Next school year I'll be teaching both sections of my schools 7th graders. It's a mixed collection of international & Vietnamese students.
With the game below, we'll have a reason to practice descriptive language skills... & #Science!
#STEM#gamification
https://t.co/ir2l94GH5k
Part 2
My plan this school year is to;
Post the classroom management games I updated during my COVID hiatus.
Use Twitter & Facebook to post how I am using games to solve”problems” created by the plethora of “needs” that #teachers today are asked to meet.
#games4ed#education
We've been a proud sponsor of @nasaga 's annual conference for two years now. If you're looking for a place to meeting educational gamers from all walk of life (and play some great games while doing it), we HIGHLY recommend it. See you in St. Louis! https://t.co/qCf6GP2YB5
My wife, kids, and I put in a wildcard proposal for San Diego Comic Con and were just approved! My introverted family will be sharing all about the immense impact comics have had on our lives and their use in education!
Games are great at making us feel "productively stupid" - that is, exposing holes in our knowledge or experience. Want to know more? Check out this amazing article, originally shared on Twitter by @jaxwendy .
RT learningsolpub: "Gamification can enhance online #learning—whether synchronous or asynchronous—in a lot of ways beyond supporting better engagement and longer-lasting outcomes." See more: https://t.co/qo7vjz9VBH
Learning without content? Sounds paradoxical, right? Push your thinking a little bit with this outstanding piece from @ludogogy . https://t.co/NzpRI3fgNX
💚 Team 8-1 today planned a State Test Review using our school-wide Gamification Plan
🏆 Kids competed in The Amazing Race by competing in content-based tasks
😍 They collaborated, used academic vocabulary, reviewed standards, engaged in rigorous tasks & had fun while doing it
#NearpodTip - Use gamification to keep students engaged until the end of the year! 🎉🏁
With Time to Climb, students can:
🎮 Review for tests
🎮 Take brain breaks
🎮 + More!
✨ Save time by using the Activity bank with pre-made Time To Climb activities! https://t.co/2DsmBCaOfb
@VRmaninJapan @cloudprism_ Maybe the trick is to get players to develop and test cures for zombies. A little work, a little dopamine infused kill session.