the HISD badging system provides flexibility for HISD teachers to access the modules online at any time and place and to complete them at their own pace.
- action plan: PD as personalized
- personalization just as important for teacher learning as for student learning!
This flexibility is critical to help teachers balance their everyday demands with the expectation to build new expertise in content, pedagogy and new technologies.
It allows them to build a badging portfolio that reflects the skills and knowledge they have developed, as well as evidence of classroom impact. That portfolio is portable.
Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners.
Components of Gamifying the Classroom
There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:
Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn
Badges: Badges are public recognition of achievement, with each one designed with a specific achievement in mind.
Levels: As a game goes on, players progress through levels that get progressively more difficult. In the classroom, levels could be lessons, or even units of study.
Appointments: Thanks to the Internet, people playing a video game in the US can sign in and team up with players all over the world.
Bonuses: Most games have hidden, unexpected rewards. Bonuses help drive player loyalty and keep them playing day in and day out.
Infinite play: In many video games, players keep playing until they finish a level. They might lose points, or access to valuable items if they are attacked, but they are still able to keep playing.
How to Gamify Your Classroom
Backwards planning: Any teacher familiar with Understanding By Design has already got a leg up in gamification.
Use what’s available: Classcraft is a free, online educational role-playing game that teachers can personalize for their lessons.
Gamify one aspect: Rather than attempting to create an entire game with quests and hidden bonuses, start small.
Establish a marketplace: Allow students to buy, sell, swap, trade with each other and with you. Maybe students can swap a badge for an open-book test, or use points to purchase a homework-free night.
Allow leveling up: If a student has mastered the material in a lesson, offer fun and engaging extension wor
Just dive in: It can be difficult to know when your gamified classroom plan is ready for students, but the best advice is to just try it out.
"Complete Gamification Series
Part 1: Introduction
Part 2: What is Gamification?
Part 3: Why Gamify?
Part 4: Our Quest
Part 5: Student Viewpoints on Gamification
Part 6: Gaming Terminology
Part 7: Leveling
Part 8: Badges & Achievements
Part 9: XP & Grades By Attrition
Part 10: Guilds / Team Missions
Part 11: Leaderboards
Part 12: Narrative / Avatars
Part 13: Managing Gamification
Part 14: Results
Part 15: The Next Level"