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Fact or Myth? Device Implementation Is Possible Without the Headache!
Thursday, March 28, 2019 @ 3:00 pm - 4:00 pm EDT
Presented by Eric Davis, Head of Learning and District Innovation, Classcraft; and Kinshasa Msola-Marshall, PD Specialist, Classcraft
Sponsored by Classcraft
Fact: This edWebinar shows how easy and painless device implementation can be! Learn how you can improve your student readiness for technology, enrich learning, foster 21st-century skills, and promote academic development.
Your technology investments are incredibly expensive. On top of the human capital costs related to building a shared vision and training educators, the true costs of device repair and replacement are enormous and paying for them hamstrings a school’s ability to implement other technological initiatives.
Explore recent research findings from the University of Roehampton London that show how you can dramatically improve device implementation in schools through gamification. Discover how increasing student motivation can improve engagement and create self-regulated learners who have stronger technological knowledge and independence, as well as other 21st-century skills that are highly desirable in college and the workplace.
After watching this edWebinar, you’ll better understand how to get your students to care not only about but also FOR their devices. This information will be applicable whether you use gamification or not, and can start being applied in your school immediately. This recorded presentation will be of interest to elementary though high school district and school leaders.
About the Presenters
Eric Davis, Head of Learning and District Innovation at Classcraft, is a seasoned educator, organizational leader, product designer, fundraiser, thought partner, and professional coach. He specializes in building culture, curriculum, and programs featuring practical strategies in experiential contexts.
Kinshasa Msola-Marshall, Ed.S., PD Specialist at Classcraft, has been an emerging educational technology specialist for over 15 years. Starting in the field as a technology instructor, she has always been focused on using the right edtech tools to compliment her students’ learning. Recently, her position as the director of academic technology has allowed her to work closely with classroom teachers, principals, and district administrators. Kinshasa has successfully led a brand new technology lab and two 1:1 mobile device programs, and motivated thousands of educators. “Even the most innovative technology tool is useless if no one knows how to use it.”
Join the Game-Based Learning community to network with educators, participate in online discussions, receive invitations to upcoming edWebinars, and view recordings of previous programs to earn CE certificates.
Classcraft is an Engagement Management System (EMS) that uses gaming principles to address student motivation. By blending students’ physical and virtual learning, the program reframes their progress in school as a game they play together throughout the school year.