Description
Key Learnings
- Describe a quest-based approach for adding gamification to a classroom
- Apply new tools and pedagogy to add gamification to a classroom
- Produce empirical data that supports improved student outcomes through this brand of game-based learning
- Introduce and describe potential pedagogical adoption strategies, both conceptual and those currently in practice
Speaker
- CHChris HaskellServing as a Clinical Assistant Professor in the Department of Educational Technology at Boise State University, Chris is actively piloting and developing groundbreaking alternative approaches to delivering and tracking learning. With co-inventor Dr. Lisa Dawley, Chris created 3D GameLab, a game-based/quest-based learning management system. His classroom serves as a unique game-based technology and pedagogy lab where this new and innovative practice is producing exciting results.At the university, Chris specializes in preparing pre-service teachers in methods and applications of technology integration in the classroom. In addition to instilling fundamental skills, Chris focuses on the use, adaptation, and implementation of emerging technologies in teacher education including gaming, mobile communication devices, portable media players, social networking tools, and virtual worlds.