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

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<ul><li><p>Gamifying the Classroom</p></li><li><p>TAKE THE QUIZ:How many games have you played?Hide and SeekJacksMarblesHopscotchTug-of-WarANY Physical SportANY Card GameMonopolySorryRiskCheckersChessOthelloConnect FourLifeOperationClueTabooScattergoriesScrabbleANY Paper-based PuzzleTag</p><p>UnoBattleshipDominoesYahtzeeTrivial PursuitPictionaryCandylandChutes &amp; LaddersCatchphraseD &amp; DPokemonANY SimsPac-manTetrisDonkey KongZeldaMystANY Marion Bros.TekkenSonic the HedgehogTic-Tac-ToeCentipede</p><p>Tomb RaiderMortal KombatArea 51Crash BandicootResident EvilANY X-treme Sports </p><p>Video GameHaloCall od DutyFroggerHalf-lifeDoomSpace InvadersGrand Theft AutoANY Racing GameAsteroidsQ-BertMadden NFLPortalWorld of WarcraftDiabloHangman</p><p>EverquestFinal FantasyElder ScrollsStarcraftStar WarsSkyrimAngry BirdsCandy CrushTrivia CrashTemple RunFlappy BirdMinesweepAssassins CreedMinecraftGuitar HeroPitfallWords with FriendsPongDoodle JumpSimon SezCut the Rope</p></li><li><p>TAKE THE QUIZ:How many games have you played?</p><p>0 20YOUNGLING</p><p>21 - 42PADAWAN</p><p>43 - 65JEDI KNIGHT</p><p>66 - 86JEDI MASTER</p></li><li><p>Games, games, and more games</p></li><li><p>Why GAMING in the classroom? I mean I really </p><p>dont have the time</p></li><li><p>www.theesa.com</p></li><li><p>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!</p></li><li><p>http://www.thefuntheory.com/piano-</p><p>staircase</p><p>TheFUN </p><p>THEORY</p><p>http://www.thefuntheory.com/piano-staircase</p></li><li><p>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)</p><p>GAMIFICATION</p></li><li><p>GAMIFICATION IS EVERYWHERE BUT YOU MAY NOT REALIZE IT</p></li><li><p>ACTIVITY</p><p>Each pair gets a baggie.Your task is to create a game </p><p>using only what is in the baggie (NOT including the baggie!) </p><p>that does not currently exist.</p></li><li><p>What gaming elements can I implement in order to gamify my classroom?</p></li><li><p>See success visualized </p><p>incrementally</p><p>PROGRESSION</p></li><li><p>PROGRESSION</p><p>XP Points points earned that increase the expertise of the player in something</p><p>Levels a natural or proper position, place, or stage in the game</p><p>Progression or Status Bar some kind of heads-up display that shows your current state at that time</p></li><li><p>PROGRESSIONCLASSROOM EXAMPLES</p><p>Think of leveling as mastery learning. Once a student masters a concept, chapter, or unit by collecting the </p><p>required number of XP points, they level up to the next one. Students should not be allowed to work </p><p>with new content until they have mastered the old.</p><p>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 </p><p>paper or electronically with a spreadsheet program.</p></li><li><p>PROGRESSIONCLASSROOM EXAMPLES</p><p>Students gain XP points for every correct assignment, assessment, product, etc. XP points </p><p>should never be taken away. Students merely do not increase their XP points unless they get it done </p><p>correctly. Once a threshold of XP points is met, a student will level up.</p><p>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 </p><p>seating for a day</p></li><li><p>PROGRESSIONCLASSROOM EXAMPLES</p><p>Create a list XP point requirements such as you need xxxx points by the end of the 1st 6 weeks to get an </p><p>A on your report card, xxxx XP points for a B, and so on.</p></li><li><p>Feel pride in your work in the game or a sense of purpose</p><p>INVESTMENT / OWNERSHIP</p></li><li><p>INVESTMENT / OWNERSHIP</p><p>Quest a mission with an objective that leads to rewards</p><p>Achievements a meta-goal defined outside of a games parameters</p><p>Rewards a thing given in recognition of ones service, effort or achievement</p><p>Leaderboard a scoreboard showing the names and current scores of the leading competitors</p></li><li><p>INVESTMENT / OWNERSHIP</p><p>Epic Meaning the belief that a player is working to achieve something great, awe-inspiring and bigger than themselves</p></li><li><p>INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES</p><p>Make every assignment a quest with a back story that deals with an ongoing theme or role. Perhaps </p><p>students need to workout problems in order to unlock something or gain a clue for the next </p><p>assignment.</p><p>Set milestone achievements such as 100 homework assignments completed or acts such as voluntarily </p><p>picking up trash around the class. Students can either get achievements or not. Have a rewards for </p><p>achievements such as unique badges.</p></li><li><p>INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES</p><p>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 </p><p>the form of a study aid such as a cheat sheet or the answer to 1 test question.</p><p>Stir up a little competition, boost morale and get students excited by showing them how the whole </p><p>class is doing. If you want more collaboration, then post team scores instead.</p></li><li><p>INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES</p><p>Relate quests to students interests thus making learning relevant and framed within a context of </p><p>WHY this concept should be learned. For problem based learning, revolving the PBL around a service </p><p>project works great.</p><p>Give students roles</p><p>Have students keep journals to tell the story of the process and reflect upon it</p></li><li><p>INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES</p><p>Challenge-based learning in which students create a product or initiative they care about and of their own </p><p>choice</p><p>Self-paced learning opportunities</p><p>Make learning relevant</p></li><li><p>Unlock information continuously</p><p>CASCADING INFORMATION</p></li><li><p>CASCADING INFORMATION</p><p>Bonus / Challenge a special event that only takes place sometimes</p><p>Infinite Play learn continuously until you become an expert.</p><p>Feedback Loop use feedback to self-correct or adjust by looking at the difference between the actual and desired results</p></li><li><p>CASCADING INFORMATIONCLASSROOM EXAMPLES</p><p>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 </p><p>complete the next ones.</p><p>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 </p><p>question and never look back.</p></li><li><p>CASCADING INFORMATIONCLASSROOM EXAMPLES</p><p>Constantly facilitate the learning in the classroom and provide feedback to students. This can be done </p><p>through a quick dialogue.</p><p>Use formative assessment often</p><p>Use quick response technology such as PollEverywhere, Socrative, Infuse Learning, or </p><p>Padlet</p><p>Provide timely feedback</p></li><li><p>Fun</p><p>Focus</p><p>Competitiveness</p><p>Collaboration</p><p>Camaraderie</p><p>Retention</p><p>Meaningful Choices</p><p>Mastery</p><p>Productivity</p><p>GAMIFICATION ENCOURAGESOptimism</p><p>Creativity / Exploration</p><p>Persistence</p><p>Risk-taking</p><p>Attention to detail</p><p>Problem-solving</p><p>Critical thinking</p><p>Engagement</p></li><li><p>It becomes predictable and boring</p><p>It is poorly designed or seems meaningless</p><p>You are not fair to all students</p><p>You reward students too soon</p><p>Students find ways to cheat</p><p>Focus is too much on winning or being the best</p><p>Having too complicated of a system</p><p>GAMIFICATION PITFALLS</p></li><li><p>CLASSREALMhttp://classrealm.com/</p><p>http://classrealm.com/</p></li><li><p>CLASSDOJOhttp://www.classdojo.com/</p><p>http://www.classdojo.com/</p></li><li><p>CLASSCRAFThttp://www.classcraft.com/</p><p>http://www.classcraft.com/</p></li><li><p>Sylvia Escobar</p><p>STEM Specialist</p><p>sescobar@esc1.net</p><p>956.984.6047</p><p>CONTACT INFORMATION</p>mailto:sescobar@esc1.net</li></ul>