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Dave Brahn

Climbing Up the Leaderboard: An Empirical Study of Applying Gamification Techniques to ... - 7 views

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    This is one of the resources I am using to write my final paper. It discusses how Gamification can help student engagement and motivation.
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    Gamification of a classroom requires dedication. These kind of studies just blow my mind. Great resource to learn a bit more about gamification and student engagement.
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    I think that I can definitely use this resource in my classroom once I feel more confident at gamification because leaderboards is something that I struggle with. I don't want students to feel down about where they are at but I also want students to feel proud of their accomplishments. It is so interesting to me that a student will work so hard to complete a level or to be on the top when they are so frustrated. They are truly persevering through the difficulties.
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    Thanks for sharing Dave. I never seem to get tired of reading about gamification. It's so interesting. I definitely think that this can be used as a resource for teachers.
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    Gamification is very unique inside of a classroom now that I have a better idea on what it is. I feel that it fits perfectly inside of a classroom because it gives the room a whole new look. It can be beneficial for both teacher and student because the teacher can use the game to help get the students attention and help better their learning. Then the students can use it to help with their learning and become more engaged to what they are being taught and having it be put into a fun way of learning.
Dave Brahn

A science classroom that' s more than a game - 1 views

  • appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagem ent remain.
  • As a result of the gamification, 17% of students com pleted some extension material and two students com pleted significant amounts of extra work to achieve the highest level possible in the gam e.
  • For example, ‘badges' are an intrinsic component of our classrooms. Teachers award points for completing assignments; over the course of the semester these points add up and get converted into ‘badges' (commonly referred to as grades);
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  • By awarding these points, educators are extrinsically motivating students to perform whether they like it or not. In fact, students can be observed ‘gaming the system’ regularly to increase their points scored with questions such as: "Is this going to be on the test?”
  • our education system is already a game, to a degree, then why not try to amplify the motivational aspects of the game by increasing the amount of gamified elements? As the gaming industry and the gamification of other aspects of life (shopping reward cards, personal fitness badges, etc.) continues to grow, perhaps educators will need to gamify their instruction to engage and motivate the next generation of students.
  • Do you think that the ‘gamified’ way we have learnt science this year with the videos, interactive electronic book and stars is a better way to learn than more traditional classes that have more lectures? Yes No Number of student responses 14 3
  • 82%, of students responded that they preferred the gamified classroom to a more traditional classroom.
  • Despife the attempt to motivate with the stars, some students still struggled to be motivated (Student G). Student H struggled to come to terms with the teacher being less prominent out the front of the classroom and directing the passage of learning. They valued the lecture-based component of learning.
  • y engaging students with a fun and authentic experience that challenges the participant to take control and explore their understandings, while providing meaningful feedback to aid the learning process in a social and collaborative way, we have seen students more excited and motivated to learn.
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    Case study concerning the gamification of a science class
lm522791

Studies of student engagement in gamified online discussions - ScienceDirect - 2 views

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    I definitely think this could be useful for my classroom. It gives data showing students are engaged in gamification. Teachers could use this journal article as an argument for why gamification can and should in some cases be used in the classroom.
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    This is a great article and it goes right along with my topic. I really like that is is showing the promotion of student engagement through online discussions. Sometimes it might be easier for a student to engage in an online discussion because they may be less shy on a keyboard.
na409102

Diigo - The 6th International Conference on Virtual Learning - ICVL_ModelsAndMethodolog... - 0 views

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    This article discusses Fogg's Behavior model which covers the 3 main elements that occur when to trigger a certain behavior. It also discusses the use of gamification in elearning and the necessary elements that must be present for it to be successful
Dave Brahn

Classcraft - All-in-One Education Gamification Platform - 0 views

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    Gamified classroom management tool.
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    Perhaps I don't know enough about how true RPG games work, but I'm struggling with the way the points in class-craft do not interact with one another. Activity Points seem like they should be a privelege since they allow students to use their "powers" but they are not in any way effected by the system. I think this is an easy-to-use tool that students get excited about, but I am struggling with how to implement it in my classroom in a way that will be effective.
jared sunds

10 Specific Ideas To Gamify Your Classroom - - 2 views

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    10 Specific Ideas To Gamify Your Classroom by Mike Acedo In today's classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. It is not only imperative...
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    10 Specific Ideas To Gamify Your Classroom by Mike Acedo In today's classroom, educators are constantly required to mold their teaching methods to give students the best opportunity to succeed. It is not only imperative...
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    Really enjoyed the article, from what else I've read on game design a lot of the same elements are present in this article. I find it intriguing how universal design is.
jared sunds

Using Minecraft as an Educational Tool - 1 views

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    Maybe your child is one of the thousands hooked on Minecraft, a video game that lets players build with textured cubes in a virtual 3D world. Players can also explore seemingly endless worlds and time. I am working on this for another class as well, so expect more on this!
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    Maybe your child is one of the thousands hooked on Minecraft, a video game that lets players build with textured cubes in a virtual 3D world. Players can also explore seemingly endless worlds and time. I am working on this for another class as well, so expect more on this!
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    My friends got me into minecraft, and it is an impressive game. I like how the article doesn't just focus on using it like an art tool like I've seen other articles, but how it can teach different skills. Of course, minecraft doesn't follow the same rules as the real world such as physics. So its real job is to just get kids interested from a young age and perhaps learn more about how they really work. Another way I've seen minecraft used educationally is to introduce kids to working cooperatively on a joint server. So they know how to behave online and solve problems diplomatically.
Cassidy Winslow

https://link-springer-com.proxy.lib.uni.edu/content/pdf/10.1007%2Fs10639-016-9478-9.pdf - 1 views

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    "What's the Weather Like Today?": A computer game to develop algorithmic thinking and problem solving skills of primary school pupils
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    Hello Cassidy! This seems like a great tool for student use. I love providing games on the computers for my students to use. They are learning and being engaged at the same time. Very effective and something I can use. Thanks!
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    This looks like a fun tool for your classroom. As for my classroom I do not think I will be using it as it is meant for younger students and does not fit into my content area. This is a good resource for teachers to read and in turn benefit the students in their classroom. Students will enjoy the game mechanics that are presented.
Cassidy Winslow

http://journals.sagepub.com.proxy.lib.uni.edu/doi/pdf/10.1177/0735633116636767 - 0 views

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    A Classification Framework for Exploring Technology-Enabled Practice-FrameTEP
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