15016

15016

General Session - Conference Presentation Only (20 minutes, no formal paper)

Emily White, University of Hawaii at Maui College, HI, United States, ehw@hawaii.edu
 * Come on Down!: Increasing Engagement by Gamifying Quizzes with Game Show Interactive Templates **

Background/Purpose: Gamify, gamify, gamify! We’ve heard this buzzword a lot lately. How do we use games purposefully in our college classes? Can gamifying be efficient for the quiz creator? Can it facilitate high-quality student engagement? Quizzes are often silent, linear, and lonely. Students come to college over tested and underprepared to engage in discussion or live problem solving. In my quest to address this, I began giving quizzes as live group activities. Students still study and earn grades for the quiz, and I’ve seen increased engagement with the content. In teams, students become competitive and more motivated to clarify something they don’t understand. Somehow, students perceive higher stakes, and are more motivated to “play.” I’m a teacher, not a game designer. I began seeking templates for quiz games that would allow me to convey and test my content without sacrificing too much of my teaching time. Enter PPT game show templates. These templates can be found all over the web and mimic popular game shows such as Jeopardy! and Family Feud. They are customizable and have been a big hit with my students. Through them, I’m able to deliver and test the same content, but students exhibit greater engagement and results. I’ve tried various gamifying technologies, and find the game show PPT templates to be engaging, efficient, and easy to create. Goals/Objectives: The goal of this workshop is to share with fellow educators tips and tricks for leveraging the best of open culture quiz game templates. Educators will leave the workshop having the skills to implement a game show-facilitated quiz in their class. These interactive PPT/Video/Audio game templates can be used in any content area.

//Interactivity // Please note: this workshop can be either 20 or 45 minutes. For 20 minutes, please see description of presentation above. For an interactive 45 minute presentation, audience members/workshop participants would play a game-show themed quiz/game a student would. A hypothetical lesson plan would be simulated.

All Audiences web 3.0, collaboration, learning crisis, television, games, gamify, distruptive testing, millenial, interactivity, online collaboration, YouTube, PPT, social media