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Thursday, March 3 • 10:00am - 10:45am
Gamifying The Classroom to Maximize Student Engagement

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The idea of gamifying content is not new; however, the various ways that educators are able to pull in aspects of games are great and sometime overlooked. Most think of some sort of quiz game with team or individual points or the online platforms that are use frequently such has Kahoot and Quizlet. While those tools have a place, oftentimes the same few students ‘win’ and few are left disengaged in the content. This session aims to involve participants in active games, provide management tools and ideas to embed game concepts that students are already familiar with in practical ways to promote classroom engagement. Participants will walk away with ideas ready to apply to any content area as well as have to opportunity to share and collaborate with colleagues to formulate new ways to engage students through the use of game concepts.


Ashley Coons

AIG Specialist, Davidson County Schools
avatar for Amanda Johanson

Amanda Johanson

AIG Specialist, Davidson County Schools

Thursday March 3, 2022 10:00am - 10:45am EST
  Concurrent, Digital Content and instruction
  • Grade Span K-2, 3-5, 6-8
  • Devices Chromebooks, iPads, Tablets, Macbooks, PC Laptops, SmartPhones
  • Diversity Diversity : Team games promotes cohesion among students and allows individual strengths to shine. Students are able to celebrate their unique strengths, backgrounds and competitive drives together. Equity: Gamifying techniques are free to use and are limited only by the facilitator’s time. Game concepts applied to a classroom setting can be successfully used in all ability level classrooms, and of any socio-economic background. Inclusion: Gamifying the classroom allows students of all ability levels to shine and contribute to a group goal and/or their own personal journey. Individual students successes are recognized, teamwork is vital and everyone has the opportunity to be a contributing member.
  • Level Beginner
  • Room 304