Gamify to Amplify: Energizing Learning and Assessment

Sunday, June 28, 2026 1:00 PM to 2:30 PM · 1 hr. 30 min. (America/New_York)
Poster
Games for Learning, Gamification and Esports

Information

In this session, educators will explore practical ways to integrate gamification into instruction and assessment. Participants will examine specific game elements, review classroom examples, and practice designing engaging tasks. Attendees will leave with ready-to-use strategies for enhancing motivation, measuring learning, and creating student-centered experiences across grade levels.
Role Based Tracks
All LeadersLeaders - InstructionalTeachersInstructional Coaches
Grade Level
PK-12
Transformational Learning Principles
Ignite AgencyConnect Learning to Learner
ISTE Standards
Educators: Analyst: Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.Educators: Designer: Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.Educators: Facilitator: Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
Delivery/Output
In Person
Subject
Elementary/Multiple Subjects
Skill Level
Beginner
Outline
1. Welcome & Introduction (5 minutes) Content: Brief overview of session goals and ISTE/TLP alignment. Engagement: Quick poll or show-of-hands activity: “What comes to mind when you hear gamification?” Process: Icebreaker question to activate prior knowledge. 2. Foundations of Gamification (10 minutes) Content: Define gamification, clarify misconceptions, and highlight differences from game-based learning. Engagement: Visual examples of gamification elements (points, levels, leaderboards, narrative quests). Process: Audience response tool or call-outs to identify where participants already see gamification in daily life. 3. Classroom Applications (45 minutes) Content: Showcase examples of gamification websites that can be used for different subjects and grade levels. Emphasize equity, accessibility, and cultural relevance. Engagement: Small group discussions analyzing one example (What worked? What challenges might arise?). Process: Peer-to-peer dialogue with reporting out to the full group. 4. Designing Gamified Learning Activities (20 minutes) Content: Step-by-step guidance on building a gamified assessment or learning task. Engagement: Hands-on design activity—participants create a draft gamified activity/assessment aligned to their subject area. Process: Use collaborative digital tools or paper templates. Partner feedback and iteration encouraged. 5. Sharing & Reflection (5 minutes) Content: Highlight key takeaways and strategies for immediate classroom use. Engagement: Volunteers share their designs; group identifies transferable strategies. Process: Reflection prompt: “One way I can gamify assessment tomorrow is…” 6. Closing & Resources (5 minutes) Content: Provide summary, resources, and implementation checklist. Engagement: Quick exit ticket—participants post one commitment or question. Process: Digital or paper exit ticket, optional QR code with resources.
Supporting research
Gee, J. P. (2007). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan. – Foundational work on how game mechanics align with learning principles. Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. Pfeiffer. – Key text offering frameworks and examples for gamification in education. Dichev, C., & Dicheva, D. (2017). “Gamifying education: What is known, what is believed and what remains uncertain.” International Journal of Educational Technology in Higher Education, 14(1). – Research review summarizing evidence for gamification’s impact on learning. Hamari, J., Koivisto, J., & Sarsa, H. (2014). “Does gamification work? — A literature review of empirical studies on gamification.” 47th Hawaii International Conference on System Sciences. – Broad analysis of gamification research across fields, including education. Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press. – Practical application of game design principles that translate well to classrooms.
Audience
Curriculum Designer/DirectorTeacherTeacher Development
Attendee Devices
Devices required
Attendee Device Specification
Laptop: ChromebookLaptop: MacLaptop: PCSmartphone: AndroidSmartphone: iOSSmartphone: WindowsTablet: AndroidTablet: iOSTablet: Windows

Log in

See all the content and easy-to-use features by logging in or registering!