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Gamification to Engage Students in Literacy Patrice Becicka, Ben Wilcox, Michael Young College Community School District “If a child can’t learn the way we teach, maybe we should teach the way they learn.” - Ignacio Estrada

Gamification to Engage Students in Literacy

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Gamification to Engage Students in Literacy. Patrice Becicka , Ben Wilcox, Michael Young College Community School District. “If a child can’t learn the way we teach, maybe we should teach the way they learn.” - Ignacio Estrada. Gamification :. - PowerPoint PPT Presentation

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Page 1: Gamification  to Engage Students in Literacy

Gamification to Engage Students in LiteracyPatrice Becicka, Ben Wilcox, Michael YoungCollege Community School District

“If a child can’t learn the way we teach, maybe we should teach the way they learn.”- Ignacio Estrada

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Gamification:Applying game design thinking to non-game applications to make them more fun and engaging. It can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players.

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Components• Progression

– Building Levels• Investment

– Achievements– Collaboration– Mastery Learning

• Streaming Discovery– Navigating Learning– Uncovering Pockets of Knowledge– Countdown and Loss Aversion– Synthesis and Skill Set

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Connections• Immediate Feedback & Reinforcers• Progress Tracking & Mastery

 (Badges, Leaderboards, Competition)

• Increasing Difficulty (Leveling System)

• Low Risk of Failure (Unlimited Retakes)

• Storyline / Narrative  • Student Choice

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The Kickstart• Problems of Practice

– Common Core– Meeting Diverse Needs– Student Engagement

• Gamification as a Solution– Synthesis of Multiple Knowledge and Skills

through Mastery Learning Addresses Demands of Common Core

– High Levels of Flexibility and Feedback Meet Diverse Students Where They Are and Move Them Forward

– Active Learning: Those Doing the Work are the Ones Doing the Learning

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How Can That Work?• Traditional Classrooms• Collaborative Classrooms• Self-Contained Classrooms• Period Schedules• Block Schedules

Solution: Humanize It!

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Humanize the Classroom

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Our Path• First Gamification: December,

2012• Gamification Title: Hunting and

Gathering• Platform: Google Site• Game Overview: Students

completed tasks at various levels. Once students completed literacy task, they moved onto the next level.

• Successes: Using Technology to Deliver Instruction (Flipped Learning)

• Lessons: Wow! Putting Work on Students is Hard!

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Our Path• Eight Gamified Units of

Instruction• Lessons Learned:

– Use a Narrative– Incorporate Multiple Opportunities for

Feedback• Student Self and Peer Assessment• Teacher Feedback

– Flexibility is Key• Responsive Teaching• Teacher as Coach

– Pacing is a Challenge– Less is More– Video Lessons Help (Personalized with

Familiar Faces, When Possible)

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QUEEN’S RANSOM: THE PROCESS

Score Pre-Assessment Based on Assessment Scoring Guide and Rubric Look for Patterns; Recognize NeedsDetermine Next Instructional Steps to Address Instructional Needs

What Needs Taught/Re-TaughtHow It Should Be Taught/Re-TaughtContinued Assessment to Determine Success of Instruction and InterventionReflection on Student Growth and Instructional Impact

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QUEEN’S RANSOMWWW.TINYURL.COM/QRGAME

Queen’s Ransom is a writing unit created as an intervention for students that has become our most

successful game to date.

Instructional Focus: Expository and Argumentative Writing

Premise of the Game: The player is in the kingdom of Scripton and the Queen has been

kidnapped. The player is tasked to complete writing challenges as a way to earn gold coins to pay for the

queen’s safe return.

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GAMIFICATION PATH

Hunters and GatherersFarming and CivilizationInstitutions DevelopSummer ReadingEmpires EmergeWorld of 1491ExplorationQueen’s RansomThe Colony

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Questions