I am an inspiring and energetic educator that strives to bring learning to life using practical activities, ICT, visual, auditory and kinaesthetic techniques that learners enjoy and find relevant. I have over eight years of teaching experience from early years up to GCSE level, in a variety of schools and circumstances. My particular focus is computing and Digital Literacy and I have recently worked as a Technology Integration Specialist, Computing teacher and Digital Coach. I have a BSc in Computing, PGCE, and a wealth of experience that I have used to adapt and write various curricula material, some of which has been published internationally by Fieldwork Education for the IMYC. Recently I have completed a Masters in Technology and Learning Design for which I was awarded a distinction based on my Thesis on Gamification as a teaching and learning tool to leverage intrinsic and extrinsic motivators, a subject on which I have lectured on at various staff training and regional Educational Technology Conferences. Currently, along with designing, preparing and delivering an innovative and rigorous Primary Computing Curriculum, I am helping other teachers and administrative staff make the best use possible of available technology platforms to facilitate better productivity, enhance and enrich lessons and better engage students. My passion for engaging learners and my philosophy of teaching leads to my catchphrase: “Learning should be fun!”
26 February 2019 | 11:00 - 11:30 | English | Learning Should be Fun! Using Gamification to Leverage Intrinsic and Extrinsic Motivators and Better Engage Students
The study of educational technology and its modes of integration into classroom practice is a wide field, full of possibilities. This work focused on the use of a Gamified Virtual Learning Environment (Classcraft) as both a motivational tool and vehicle for interactions with teaching and learning activities via students’ personal devices (BYOD). Through the study of intrinsic and extrinsic motivation, cognitive and behavioural engagement and cognitive learning strategies and self-regulation, it was found that the implementation of carefully tailored learning activities delivered via a gamified Virtual Learning Environment (Classcraft) as part of a timetabled lessons, student engagement could be increased.