Gamifying the Classroom - the... · Gamifying the Classroom. ... Marbles Hopscotch Tug-of-War ANY Physical…

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  • Gamifying the Classroom

  • TAKE THE QUIZ:How many games have you played?Hide and SeekJacksMarblesHopscotchTug-of-WarANY Physical SportANY Card GameMonopolySorryRiskCheckersChessOthelloConnect FourLifeOperationClueTabooScattergoriesScrabbleANY Paper-based PuzzleTag

    UnoBattleshipDominoesYahtzeeTrivial PursuitPictionaryCandylandChutes & LaddersCatchphraseD & DPokemonANY SimsPac-manTetrisDonkey KongZeldaMystANY Marion Bros.TekkenSonic the HedgehogTic-Tac-ToeCentipede

    Tomb RaiderMortal KombatArea 51Crash BandicootResident EvilANY X-treme Sports

    Video GameHaloCall od DutyFroggerHalf-lifeDoomSpace InvadersGrand Theft AutoANY Racing GameAsteroidsQ-BertMadden NFLPortalWorld of WarcraftDiabloHangman

    EverquestFinal FantasyElder ScrollsStarcraftStar WarsSkyrimAngry BirdsCandy CrushTrivia CrashTemple RunFlappy BirdMinesweepAssassins CreedMinecraftGuitar HeroPitfallWords with FriendsPongDoodle JumpSimon SezCut the Rope

  • TAKE THE QUIZ:How many games have you played?

    0 20YOUNGLING

    21 - 42PADAWAN

    43 - 65JEDI KNIGHT

    66 - 86JEDI MASTER

  • Games, games, and more games

  • Why GAMING in the classroom? I mean I really

    dont have the time

  • www.theesa.com

  • Did you know.over the years of studies, scientists have actually proven that gaming has a positive effect on cognitive, motivational, emotional and social aspects of peoples lives!

  • http://www.thefuntheory.com/piano-

    staircase

    TheFUN

    THEORY

    http://www.thefuntheory.com/piano-staircase

  • Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users self contributions. (Wikipedia)

    GAMIFICATION

  • GAMIFICATION IS EVERYWHERE BUT YOU MAY NOT REALIZE IT

  • ACTIVITY

    Each pair gets a baggie.Your task is to create a game

    using only what is in the baggie (NOT including the baggie!)

    that does not currently exist.

  • What gaming elements can I implement in order to gamify my classroom?

  • See success visualized

    incrementally

    PROGRESSION

  • PROGRESSION

    XP Points points earned that increase the expertise of the player in something

    Levels a natural or proper position, place, or stage in the game

    Progression or Status Bar some kind of heads-up display that shows your current state at that time

  • PROGRESSIONCLASSROOM EXAMPLES

    Think of leveling as mastery learning. Once a student masters a concept, chapter, or unit by collecting the

    required number of XP points, they level up to the next one. Students should not be allowed to work

    with new content until they have mastered the old.

    Students should always know what level they are, how many XP points they have, and how many XP points they need to level up. This can be done on

    paper or electronically with a spreadsheet program.

  • PROGRESSIONCLASSROOM EXAMPLES

    Students gain XP points for every correct assignment, assessment, product, etc. XP points

    should never be taken away. Students merely do not increase their XP points unless they get it done

    correctly. Once a threshold of XP points is met, a student will level up.

    Offer economy points for success on or completion of individual assignments that may be traded in for small rewards such as a pencil, sticker or preferred

    seating for a day

  • PROGRESSIONCLASSROOM EXAMPLES

    Create a list XP point requirements such as you need xxxx points by the end of the 1st 6 weeks to get an

    A on your report card, xxxx XP points for a B, and so on.

  • Feel pride in your work in the game or a sense of purpose

    INVESTMENT / OWNERSHIP

  • INVESTMENT / OWNERSHIP

    Quest a mission with an objective that leads to rewards

    Achievements a meta-goal defined outside of a games parameters

    Rewards a thing given in recognition of ones service, effort or achievement

    Leaderboard a scoreboard showing the names and current scores of the leading competitors

  • INVESTMENT / OWNERSHIP

    Epic Meaning the belief that a player is working to achieve something great, awe-inspiring and bigger than themselves

  • INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES

    Make every assignment a quest with a back story that deals with an ongoing theme or role. Perhaps

    students need to workout problems in order to unlock something or gain a clue for the next

    assignment.

    Set milestone achievements such as 100 homework assignments completed or acts such as voluntarily

    picking up trash around the class. Students can either get achievements or not. Have a rewards for

    achievements such as unique badges.

  • INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES

    Rewards can be given out individually or as a group. Set a goal of 80% of the class meeting a set number of XP points. As a reward, give the class some free time, or a homework pass. Rewards can also be in

    the form of a study aid such as a cheat sheet or the answer to 1 test question.

    Stir up a little competition, boost morale and get students excited by showing them how the whole

    class is doing. If you want more collaboration, then post team scores instead.

  • INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES

    Relate quests to students interests thus making learning relevant and framed within a context of

    WHY this concept should be learned. For problem based learning, revolving the PBL around a service

    project works great.

    Give students roles

    Have students keep journals to tell the story of the process and reflect upon it

  • INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES

    Challenge-based learning in which students create a product or initiative they care about and of their own

    choice

    Self-paced learning opportunities

    Make learning relevant

  • Unlock information continuously

    CASCADING INFORMATION

  • CASCADING INFORMATION

    Bonus / Challenge a special event that only takes place sometimes

    Infinite Play learn continuously until you become an expert.

    Feedback Loop use feedback to self-correct or adjust by looking at the difference between the actual and desired results

  • CASCADING INFORMATIONCLASSROOM EXAMPLES

    Make some project or homework assignments optional for extra XP points. The first time, perhaps only a few students will do it. But when the rest of the class sees the huge increase in XP points as a result, the reluctant ones may be more likely to

    complete the next ones.

    Allow students to fail, overcome, and persevere. Only in education do we mark a question wrong, take away points, and then move on to the next

    question and never look back.

  • CASCADING INFORMATIONCLASSROOM EXAMPLES

    Constantly facilitate the learning in the classroom and provide feedback to students. This can be done

    through a quick dialogue.

    Use formative assessment often

    Use quick response technology such as PollEverywhere, Socrative, Infuse Learning, or

    Padlet

    Provide timely feedback

  • Fun

    Focus

    Competitiveness

    Collaboration

    Camaraderie

    Retention

    Meaningful Choices

    Mastery

    Productivity

    GAMIFICATION ENCOURAGESOptimism

    Creativity / Exploration

    Persistence

    Risk-taking

    Attention to detail

    Problem-solving

    Critical thinking

    Engagement

  • It becomes predictable and boring

    It is poorly designed or seems meaningless

    You are not fair to all students

    You reward students too soon

    Students find ways to cheat

    Focus is too much on winning or being the best

    Having too complicated of a system

    GAMIFICATION PITFALLS

  • CLASSREALMhttp://classrealm.com/

    http://classrealm.com/

  • CLASSDOJOhttp://www.classdojo.com/

    http://www.classdojo.com/

  • CLASSCRAFThttp://www.classcraft.com/

    http://www.classcraft.com/

  • Sylvia Escobar

    STEM Specialist

    sescobar@esc1.net

    956.984.6047

    CONTACT INFORMATION

    mailto:sescobar@esc1.net