Eric Nelson

I believe firmly that gamification is the way of the future in classrooms, to provide  a low risk classroom economy with a higher degree of learning that should be separate from the high risk economy of summative grades. This secondary economy seems perfectly suited to address not only existing problems in education, but specifically problems that are the result of COVID-19, and virtual learning.

I have been a classroom educator for almost 25 years. While simultaneously indulging a wanderlust that focused on my passion for SCUBA diving, I have been fortunate enough to teach at some of the premier international schools of Asia. This, after starting  my career in the US as a founding teacher at the Celebration School, in the Disney planned community of Celebration Florida. In this role I also got to act as the paleontologist in residence during the final building and opening of Disney’s Animal Kingdom in 1998. My career has certainly had a little bit of magic since then.

In 2003, I started my journey as  an international educator, living and teaching across Micronesia, Taiwan, India, Korea, and Vietnam. The international schools have provided me with a rich set of experiences and professional development, with  training in marine mammal rescue, outdoor education, working with endangered species, underwater robotics, Critical Friends protocols, Design Thinking, standards based assessment, writing across the curriculum, multiple ESL workshops, and gamification.

In the fall of 2019, I made the conscious decision to  pursue the idea, that is now Gamification Schoolhouse. Because of COVID, the start convention based start of Gamification Schoolhouse did not go off as planned.  There is a lot that I can help to resolve the problems created in education by COVID, keeping children engaged and motivated with online learning.

The Epic Use of Design Thinking in Gamification

Properly managed, the game space is a safe place for students and teachers to once again take risks without triggering concern for “how it will affect the grade”.

Walking through "The Habbit" gamified learning program, attendees will go on an adventure to discover how Design Thinking can be used to superstruct the training of instructors in applying gamification to design challenges.

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