Send the link below via email or IMCopy
Present to your audienceStart remote presentation
- Invited audience members will follow you as you navigate and present
- People invited to a presentation do not need a Prezi account
- This link expires 10 minutes after you close the presentation
- A maximum of 30 users can follow your presentation
- Learn more about this feature in our knowledge base article
Transcript of GAMETIME!
Creating conversations in an informal
conversation; excitement about college > imparting information.
Primary goal is to educate students.
), Kurt (
), Amanda (PA), and Molly (PA)
What does a college access game look like?
College access games create the perfect opportunity to get students pumped and curious about college. These games should inspire students to reach out, as well as think about their personal collegiate goals, yet they still need to be fun so students actually participate.
What Makes a Game Playable?
Creating College Access Games
Gamification of Education
Who Wants to be a Millionaire?
Price is Right
Apples to Apples
Creating Games with Limited Resources
Think about resources that already exist.
What supplies, tools, and items do you have that you can turn into a culture building game?
What about an informative game?
Remember, don't complicate things, simple = effective.
alaska & pennsylvania college advising corps webinar
Questions & Contact
Aneliese Palmer - firstname.lastname@example.org
Kurt Simonsen - email@example.com
Amanda Loh - firstname.lastname@example.org
Molly Thompson - email@example.com
Culture Building vs. Informative
OUT OF CLASS
FLAVOR & HOOK
access this presentation again
What do we mean by "Gamification of Education?"
Well, in it's simplest form education is already set-up in game format. Students do homework for points, these points correlate to "badges," or more commonly known as letter-grades. Students are then rewarded for desired behaviors and punished for negative behaviors, using points and grades as it's unique currency. If they successful complete their year in school, they "level-up" to the next grade.
However in the Current Education Model...
Students are disengaged
Students have learned "helplessness"
Game Over (students drop out)
Invoke positive/negative emotions
Help transform negative experiences into positive ones through persistence.
Prove resilience is key and failure is functional learning.
Create an environment where effort, not mastery, is rewarded.
Failure becomes opportunity, instead of helplessness, fearfulness, or becoming overwhelmed.
How can we make gamification work in education and create games that...
(Counselor, Principal, etc.)
Market your Game:
social media / blog
Skip the Food Fight:
Playing Games During Lunch
How do you get students to talk to you?
approach lunch tables
maintain the relaxed atmosphere
Goal: Get students comfortable talking about college outside of your advising sessions!
download our games toolkit!
Aneliese & Kurt (middle)
Molly & Amanda (outer)
Thanks for joining us!