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(Bookmark this page for future reference!) = Session Resource Page for: = = Innovation with Gamification Level Up Your Learning! = =February 2, 2016 ♦ 7:00 - 8:30 PM EST =
 * ==Archive Recording : As a rule, archive recordings are available within 72 hours of the webinar completion time. http://www.teachersfirst.com/single.cfm?id=17182==
 * ==Certificates : The certificates for this session were emailed Monday, 2/22/16 @ 10:45AM to registrants that actively participated in all required tasks throughout the session and completed the session evaluation survey within 1 week.==

=Session Description : = Gamification is an innovative way to transform classrooms. Learn how to maximize the students' learning potential by using game design and game elements in the classroom. Explore innovative resources and strategies to foster student engagement with gamification methods.

=Session Objectives : = Participants will:
 * 1) Learn about the difference between gamification and game-based learning.
 * 2) Learn gamification techniques and tips.
 * 3) Evaluate tools and resources for gamification.
 * 4) Share ideas for using tools with other participants.
 * 5) Start a project using one of the given tools.

**After the session:** > Add these addresses to your address book so your certificate will not go to "SPAM": > **teachersfirst@sflinc.org** > **admin@adobeconnect.com** >
 * ==** YOU MUST COMPLETE this __[|FEEDBACK SURVEY]__ ** **to receive a PD certificate. This is NOT the only requirement for a certificate.** Please take the time to tell us about this session. Thank you.==
 * ==Read more about Prof Dev Certificate requirements here.==
 * **Certificates will be sent to you via email in approximately 3 weeks.** We are sorry, but we cannot honor requests for "express service" on certificates.
 * **Did you learn a lot?** Want to help TeachersFirst continue to provide free service and professional development to teachers? You can make a contribution. large or small by credit card using the Contribute Now button on our non-profit parent company, [|The Source for Learning's web site].
 * Recordings for all archived OK2Ask sessions since March, 2013 are [|available here>]**. Please wait a day or two for the recording of this session to be posted.**


 * Please read this information about professional development certificates. ** The requirements include active participation during this live session and completion of the online Feedback Survey within one week of the session. We STRONGLY encourage you to complete the survey as soon as you leave the session while things are fresh in your mind. We value your feedback!


 * Unfortunately, we will not be able to accommodate **
 * requests to complete the survey after it closes
 * requests for duplicate or replacement certificates once we send them out for a session

OK2Ask® is a ** //free// ** service from a non-profit, the Source for Learning, Inc. Our small staff and limited budget require us to streamline administrative tasks as much as possible in order to maintain OK2Ask as a free service. We use our resources to develop and share the highest possible quality professional development, while keeping administrative costs as low as we can.
 * Why? **

Just as you, as a teacher, feel strongly about verifying that your students have completed objectives, we feel very strongly about issuing certificates only to those who meet OK2Ask session objectives. This verification process requires significant time. Relaunching the survey and/or  reopening the process to re-verify and reissue a certificate is simply not possible, given limited resources.

=** Level 3: Tools for the Trade **=
 * Challenge: To review applications and resources that support gamification in the classroom.
 * Participants will visit the session resource page.
 * It’s time to play Siskel & Ebert
 * Participants will review one or more applications for gamifying their classroom.
 * Duplicate resources are OK because you may share different gamification ideas for the resource.
 * 5 XP for each site reviewed in the chat.
 * XP is only earned if the description explains how the tool leverages some of the gamification learning theories

=**Tools for the Trade**=
 * ~ == Badges == ||~ == LMS & Organization == ||~ == Formative Assessment Tools == ||~ = Miscellaneous = ||
 * * ** ClassBadges ** || * ===Makewaves===
 * ===Edmond===
 * ===Schoology===
 * ===Symbaloo===
 * ===ThingLink===
 * ===Weebly===
 * ===Wix===
 * ===TrackStar===
 * ===TubeChop===
 * ===Versal===
 * ===LiveSchool===
 * ===Wheel Decide===
 * ===Class Charts===
 * ===HappyClass=== || * === Exit Ticket ===
 * === Plickers ===
 * === ClassDojo ===
 * === ForAllRubrics ===
 * === Kahoot ===
 * === Quizziz ===
 * === Quizalize ===
 * === Socrative ===
 * === Dotstorming ===
 * ===Random Name Picker=== || * ===Gamestar Mechanic ===
 * ===Coursera===
 * ===Stencyl===
 * === **Tynker** ===
 * ===**Celly**===
 * ===**Outwhiz**===
 * ===**Random.org**===
 * ===**QR Code Generator**===
 * ===**Smithsonian Quests**=== ||