Presented by Lindsey Tropf, M.Ed., Founder & CEO, Immersed Games
Hosted by Joyce Whitby, EdTechKnowLedgist and President, Innovations4Education
Sponsored by Immersed Games
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How can video games be used to support engaging three-dimensional learning in the new Next Generation Science Standards (NGSS) framework? In this edWebinar, we will dive into how games can be used to support the innovations of the NGSS, such as progressions of the three dimensions across K-12, being phenomena-driven, and teaching with storylines. The presenters use Tyto Online, which has been developed with support from NSF and Dept. of Education grants, for our hands-on application. This will include seeing a model video game activity for middle school science, analyzing how it successfully supported the NGSS, and identifying how it could be expanded on with classroom instruction to strengthen learning. See examples of classroom implementation and student work with the game, and you’ll be given resources so you can make a plan for how you can use games to support these practices in your own classroom.
By the end of this edWebinar, viewers will be able to:
This recorded edWebinar will be of value to middle school teachers and school and district leaders.
About the Presenter
Lindsey Tropf, M.Ed., is the founder & CEO of Immersed Games. Before founding Immersed Games, she was a doctoral candidate at the University of Florida in School Psychology, with a specialization in program evaluation and a minor in research and evaluation methodology, and expertise in data-based decision making. With Immersed Games, she’s led the company from founding to development of two titles, growth of their game-based learning curriculum, through the Intel Education Accelerator, obtaining grants from the National Science Foundation and Department of Education, and implementing their product into schools and districts.
About the Host
Joyce Whitby is the president of Innovations4Education. She is a lifelong educator who spent over ten years teaching graduate-level courses in educational technology at Long Island University, where, in 1984, she developed the T.E.A.M. program (Telecommunications, Education, and Multimedia). Since then, Joyce has been in the business of educational technology with key roles in professional development, marketing, and sales leadership. Most notably she has developed strategic sales initiatives targeting complex and urban environments for several organizations including WICAT Systems, Jostens Learning, Scientific Learning, Apple Computer, Monarch Teaching Technologies (makers of VizZle, an app for students with autism), and the education group of West Corporation (SchoolMessenger solutions). She has been an active member of SIIA for over 15 years.
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Our mission is to empower learners to engage in deeper learning, solving authentic problems as they learn science. Using our game, Tyto Online, helps teachers deliver hands-on science learning that develops scientific problem solving and is designed for the Next Generation Science Standards.