Innovation in Action
Deep Learning Through Gamification
Keewatin-Patricia DSB (2015)
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Viewer's Guide
Introduction:
This video provides a glimpse into a grade 9 science classroom in the Keewatin-Patricia District School Board in Red Lake, Ontario. It shows authentic learning tasks that promote financial literacy, environmental sustainability and global citizenship through gamification.
Description:
This video highlights how educators can use gamification in science to encourage deep learning and student ownership. Educator, Darrin Bausch provides an example of how he makes learning engaging and steeped in real-life problem-solving. His students employ decision-making skills as they proceed through the game to address environmental issues and questions of sustainability over time for different Canadian provinces.

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*Deep learning can be succinctly defined as:
Methods that develops the learning, creating and ‘doing’ dispositions that young people need to thrive now and in their futures. Deep learning is more natural to the human condition because it more clearly connects with our core motivations: to directly and deeply engage in learning; and to do things that truly make a difference to our lives and to the world.
Fullan, M., & Langworthy, M. (2014). A rich seam: How new pedagogies find deep learning. London: Pearson.
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