Date: Wednesday, 26 August 2020
Time: 11:00 am Singapore Time (GMT+8)
Play is a fundamental mode of learning. According to Bohyun Kim, Chief Technology Officer & Associate Professor at the University of Rhode Island Libraries, “Gamification is the process of game thinking and game mechanics to engage users and solve problems.”
As education technology advances, more and more learning pedagogy is being integrated with game-based elements. The adoption of game-based learning is one emerging learning trend. It is especially beneficial to digital natives who are naturally proficient with technology.
Game-based learning has been proven to be one of the most effective ways to engage and motivate learners in developing skills and competencies. With games, learners are usually requested to acquire a skill to proceed to the next level. The indirect assessment in instructional-driven games is often used to measure learners’ learning outcomes as students focus on the activities.
Want to know more about creating educational games for remote learning? Join the teachers to explore a range of innovative strategies.
- Tips on essential features of instructional games
- How to use games to improve learners engagement
- Choosing the right games for classroom and remote teaching
- Game-based learning best practices
Director of Program Operations, Solve Education!
Talitha is an international development and education practitioner dedicated to providing access to quality education and employment opportunities for marginalized communities around the world.
Talitha has 10 years of combined experience in the fields of teaching, curriculum development, and research. She often receives scholarships and awards for academic achievements including Fulbright and LPDP scholarships.
She empathizes and is proactive in identifying the needs of stakeholders and beneficiaries with the aim of minimizing potential problems in a program.
She is experienced in building networks and partnerships throughout the world and is active in a variety of humanitarian activities.
Game Industry Educator & Career Transformation Coach, DigiPen Institute of Technology
Sonia Michaels is a Senior Lecturer at DigiPen Institute of Technology, working at the intersection of the humanities and game development education to promote the importance of critical thinking, cultural literacy, diversity, and inclusion across the creative process.
Sonia has taught for 30+ years and has worked extensively as a career coach and admissions consultant.
In 2018, she was selected for GameAdvocacy.org’s inaugural “50 Over 50” list, and in 2020, she was elected to the International Game Developers Association Board of Directors. Sonia has presented at the Game Developers Conference, PaxDev, and the New Directions in the Humanities International Conference. She also organizes an annual career development event at GeekGirlCon.
Lecturer (Health Sciences), University of the Witwatersrand (WITS)
Amanda is a Microsoft in Education Fellow, Microsoft in Education Master Trainer, Minecraft Education Edition Global Mentor and part of the 2020-2021 cohort of Emerging Leaders as part of the Techwomen program.
She worked on various community development programmes for 6 years before becoming a full time teacher. After 8 years, she joined the University of the Witwatersrand (WITS) in Johannesburg, Gauteng as a lecturer in 2018 as part of Team eFundanathi in the School of Therapeutic Sciences at WITS. She is currently enrolled for a MSc in Health Science Education focusing on game-based learning and gamification.
Amanda grew up in Mafikeng, Bophuthatswana, South Africa. She completed High School and her first two degrees at the North West University in Potchefstroom, North West Province.