As I look to gamify my classroom, I'm heading to Class badges to do this. If you want to gamify your classroom, look to this website. (Hey, yes, you could, dare I say it, align with standards!)
This is a winner in the digital media badges for lifelong learning competition.
"In the Youth APPLab, middle and high school students in the District of Columbia design software and mobile apps in an after-school program that supplements their formal learning in computer science. They conceive, develop and co-create their own Android Apps. Ultimately, students and their apps will compete for internships with technology-based startup companies in and around the DC area."
I know that some are saying that we can't gamify education. But what happens when problems become a game and we compete to find answers? This article talks about foldit and how crowdsourcing has become a possibility for something that can work when it becomes a game. This is a great read for those exploring how we will use games in education. I would suggest that this is an approach that we could use.
". Foldit, a novel experiment created by a group of scientists and game designers at the University of Washington, had asked the gamers-some still in middle school and few boasting a background in the sciences, much less microbiology-to determine the how proteins would fold in the enzyme. Within hours, thousands of people were both competing against (and collaborating with) one another. After three weeks, they had succeeded where the microbiologists and the computers had failed. "This is the first example I know of game players solving a long-standing scientific problem," David Baker, a Foldit co-creator, wrote at the time."
One of the biggest obstacles to wide-scale acceptance of GBL in our classrooms
is the lack of proper training for our teachers.
This is the area that most people think about when they hear the term
“game-based learning.” This course is about evaluating all types of games to
ascertain their relevance and effectiveness in student learning:
Online educational game “collections,” such as Primary Games Arena, BrainPOP, and zondle
Non-digital games, such as conventional board games and card games
Having students design and develop their own games is a powerful way to have
students learn not only about the technical and creative aspects of making a
game but also about content-specific topics (such as history or math) that needs
to be embedded in the game. Popular game creation tools include:
In this course, teachers will learn how to design and develop their own educational alternate reality game or other new media game
that does not require programming skills nor a large development team to build.
Using game elements and principles to turn a class into a more game-like setting
can be a way to help motivate and engage students. In this course, teachers will
learn about the pros and cons of using gamification strategies, such as the use
of badges and point systems, in the classroom or online course
and ways in which they can implement these strategies.