Sparking Energized Learning Through Data-Driven Personalization and Gamification

Tuesday, June 30, 2026 10:00 AM to 10:50 AM · 50 min. (America/New_York)
Innovator Talk
Assessment and Data-Driven Practices

Information

We will demonstrate how to collect and utilize data to enhance student learning experiences through personalization and gamification. We will focus on maximizing outcomes for all learners, including mainstream, special education, ELL, and gifted learners. Students will also share how this engaging approach empowered them to grow and succeed.
Role Based Tracks
All LeadersLeaders - DistrictLeaders - School (Principals)TeachersGovernment/Non-profitSolution Providers
Grade Level
PK-12
Transformational Learning Principles
Develop ExpertiseIgnite Agency
ISTE Standards
Education Leaders: Empowering Leader: Develop learning assessments that provide a personalized, actionable view of student progress in real time.Educators: Facilitator: Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.Students: Empowered Learner: Set learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process to improve learning outcomes.
Delivery/Output
VirtualRecording
Subject
Interdisciplinary (STEM/STEAM)
Skill Level
Beginner
Outline
-Using different sources of data to connect students with relevant learning activities to meet their individual needs [8 min] -Former and Current Students share experiences with personalized and gamified activities [15 min] -Q&A Time [7 min]
Supporting research
YouTube Video: https://youtu.be/1wkFGXqJxas Edutopia Article: https://www.edutopia.org/multiple-intelligences-research https://www.davidsongifted.org/prospective-families/gifted-traits-and-characteristics/ https://wida.wisc.edu/assess/access How Personalized Gamification Can Increase Learner Engagement: http://www.thetechedvocate.org/how-personalized-gamification-can-increase-learner-engagement/ Continued Progress: Promising Evidence on Personalized Learning - https://k12education.gatesfoundation.org/resource/continued-progress-promising-evidence-on-personalized-learning/ Gamifying education: what is known, what is believed and what remains uncertain - https://doi.org/10.1186/s41239-017-0042-5 Believe the Hype! How Video Games are Changing Education - https://www.eschoolnews.com/2017/08/23/video-games-changing-education/ The Benefits of STEAM - https://www.seenmagazine.us/Articles/Article-Detail/ArticleId/7556/The-Benefits-OF-STEAM ClassDojo Impact Research - https://rdw.rowan.edu/cgi/viewcontent.cgi?article=3446&context=etd DreamBox Harvard Study - go.dream-box.com/rs/715-ORW-647/images/eff-17.5.24-Harvard_Study.pdf IXL Learning Research Studies - www.ixl.com/membership/educators/started/research SumDog Research Study - www.sumdog.com/en/1606_research/attachments/Sumdog%20Glasgow%20Effectiveness%20Study%20Report%20US.pdf BrainPOP Impact on State Standards - https://content.brainpop.com/rs/567-ANS-609/images/The%20Impact%20of%20BrainPOP%20on%20State%20Assessment%20Results%202018.pdf Minecraft Education Edition Research - https://education.minecraft.net/impact/
Attendee Accounts
Microsoft Teams Google Classroom IXL, Brainpop, Sumdog, MobyMax PDF Viewer (Adobe, etc) PowerPoint, Keynote
Audience
District-Level LeadershipSchool Level LeadershipTeacher
Attendee Devices
Devices useful
Attendee Device Specification
Laptop: ChromebookLaptop: MacLaptop: PCSmartphone: AndroidSmartphone: iOSSmartphone: WindowsTablet: AndroidTablet: iOSTablet: Windows
Presenter Type
Student Presentation

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