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Sean Getchell

10 Specific Ideas To Gamify Your Classroom - - 5 views

  • Games are one motivator that almost all kids are responsive to. Many teachers have had the experience of asking students to stop playing games such as Angry Birds during class. However, it can be rationalized that games can be a very strong motivator for students when the same game elements are applied in an educational context.
    • Sean Getchell
       
      As a teacher, have you ever tried to incorporate any gamification techniques? If so, how were they received?
    • noramedrano
       
      As a second grade teacher, I have incorporated the ramification technique: I allow students to make corrections on their work when it has been checked. Students make corrections to their mistakes in order to learn form that and avoid it on the next assignment.
    • Cynthia Rios
       
      Some gamificaiton techniques that I have incorporated in my classroom are giving students multiple opportunities and giving students a choice when it comes to demonstrating their understanding at the end of a novel. I give my students a choice board with nine different projects they can complete. Student really enjoy it when they are given autonomy.
    • crystallee530
       
      Unknowingly and surprisingly, I have incorporated a few gamification techniques. This school year, I have given my students more voice and choices in how they show their understanding on projects. I usually give them 3-4 options such as PowerPoint presentation, Prezi, video, song, or Powtoon. I have noticed that the majority of students flock to the option they are most comfortable with and that's usually PowerPoint. For this coming up school year I plan to remove PowerPoint as an option on a few projects to encourage students to try new things. I found this article very interesting and I plan to use the techniques stated in the classroom this year.
  • Like in video games, students should be allowed second chances. When a challenge is failed in a video game, users are able to learn from their mistakes, try again, and succeed. The same concept can be applied to the classroom, as students should be able to try an assignment, either succeed or fail, and try again. Students who succeed right away have the choice to either move on to a new challenge, or try to raise their score.
    • Sean Getchell
       
      While I understand wanting to teach students responsibility and that they need to get their work done in a timely fashion, I can also see the benefit to giving students multiple opportunities to try certain assignments that they may have difficulty with. Do you think this is something you might try? If not, why not? I can see this from both sides of the coin, so I wanted to get your thoughts on the matter.
    • natalie_cepeda
       
      I am all for giving students more opportunities to succeed in their assignments. This year, I would allow students to first try the assignment on their own. If they had difficulty, I would ask then to come in on Fridays for Study Hall. In Study Hall, I would provide one-on-one instruction to the student with the assignment and try to present the information in a different manner. If it got to the point that the student could not complete the assignment, then I would assign a modified assignment and monitor their progress.
    • Cynthia Rios
       
      I give my students multiple opportunities because my main goal is for them to learn and master the objective. I do not take grades on unfinished work or work that has not been turned in because it is not an indicator of the students' progress in my class, instead I ask them to come in during their lunch period and I reteach or go over whatever has them stumped. There are teachers that might not agree with this, and I do understand the importance of teaching students responsibility, but I think giving students the opportunity to master an objective is more important.
  • In games, users usually have levels or progress bars that indicate how well they are doing in the game. Gamified classrooms can implement similar elements which indicate how far along students are, and how close they are to reaching the next level. Instead of issuing grades or percentages, teachers can either issue progress bars to students, or allow them manage their own. With each completed assignment, test, or project, a certain amount of points can be added to their progress bar, bringing them closer to reaching the next level.
    • Sean Getchell
       
      How do you let students know their progress in a course? Is it just a grade? Or is there a creative way you keep them interested in progression through the course? What is a gamification technique you would like to try in your own classroom?
  •  
    How many have you have tried to incorporate gamification techniques in your classroom? Have they been successful? Please describe your experience, and how do you think you could improve your initial attempt?
Benjamin Caulder

Jane McGonigal: Gaming can make a better world | Talk Video | TED.com - 7 views

  • So, the first thing is whenever you show up in one of these online games, especially in World of Warcraft, there are lots and lots of different characters who are willing to trust you with a world-saving mission, right away.
    • vasquezgonzalezv
       
      Why do you think this is?  Is it your experience that everyone you work with is ready to trust your expertise and help you?  Why would it be any different in gaming?
    • Benjamin Caulder
       
      It is a team mentality... team athletes have a goal and they know that they cannot get alone. Whatever they do to help their teamate get better gets them closer to their goal. It is exactly the same. I was an avid WoW player from 2005 to 2009 and I saw it daily.
  • Malcolm Gladwell's new book "Outliers." So, you would have heard of his theory of success, the 10,000 hour theory of success. It's based on this great cognitive science research that if we can master 10,000 hours of effortful study
    • vasquezgonzalezv
       
      Do you have any skill in your life that you have had 10,000 hours of practice in?  Do you feel you've achieved a level of mastery in it?  Why or why not?
    • Benjamin Caulder
       
      1. Gaming (haha) in that 1 game, I was a virtuoso. 2. Communicating. I am a pretty good communicator. 3. Driving. I am an excellent driver.
    • Benjamin Caulder
       
      Personally, I think the 10,000 hour is a generality for typical person. But we are all A Typical is something. My mom also has 10000 hours + driving but her eyesight is terrible. She is not an excellent driver. It follows the Mastery Learning model: Anyone can master anything is given enough time. Time is a variable, thus 10000 to one is 50000 to another.
  • we will be virtuosos at it.
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  • And gamers are willing to work hard all the time, if they're given the right work.
  • If we want to solve problems like hunger, poverty, climate change, global conflict, obesity, I believe that we need to aspire to play games online for at least 21 billion hours a week, by the end of the next decade.
    • vasquezgonzalezv
       
      Do you believe there can be an actual transfer of "game skills" to "real world" living?
    • Benjamin Caulder
       
      Yes, her book outlines it (Reality is Broken). Fear of failure is not real in games, we just reset. We try different avenues to find unthought of solutions. The game just has to address a real world problem.
    • Benjamin Caulder
       
      I met her at ISTE 2013 in San Antonio. I bought her book Reality is Broken and got her to sign it. I had a question I wanted an answer to... where did she find the diminishing returns (I wanted to ask her this because it would establish my cred. as a gamer (world of warcraft) and because gaming caused a lot of problem in my life and marriage). Her Keynote there was about this very subject... the real world problems gaming solves. Her answer to me was 21 hours a week... per person. Wow!!! She advocates up to 3 hours per day of gaming. The social change required for this is nearly unmeasurable.
    • vasquezgonzalezv
       
      Ben, can you expound on that a little more? I'm not sure I got the 21hrs/wk part.
  • But I also mean good as in motivated to do something that matters, inspired to collaborate and to cooperate
    • Benjamin Caulder
       
      Does anyone else see this in their students. Card games a very popular in my school. A kid takes out a deck and they have no trouble find playing partners (collaboration). I give them an assignment, group work, and not so much...
    • vasquezgonzalezv
       
      Games aren't work. I've also seen kids turn up their nose at a game that attempts to gamify a topic or subject. They want more fantasy.
  • And then we get all this positive feedback. You guys have heard of leveling up and plus-one strength, and plus-one intelligence. We don't get that kind of constant feedback in real life. When I get off this stage I'm not going to have plus-one speaking, and plus-one crazy idea, plus-20 crazy idea. I don't get that feedback in real life.
  • So, consider this really interesting statistic; it was recently published by a researcher at Carnegie Mellon University: The average young person today in a country with a strong gamer culture will have spent 10,000 hours playing online games by the age of 21. Now 10,000 hours is a really interesting number for two reasons. First of all, for children in the United States 10,080 hours is the exact amount of time you will spend in school from fifth grade to high school graduation if you have perfect attendance.
    • Benjamin Caulder
       
      and which did they enjoy more?
  •  
    Gamification in education is a hot topic right now.  This is the transcript of a recent TEDtalk.
tvisco

Gamification in Education - 3 views

    • tvisco
       
      This quiz identifies the role you like to play in games as killer, socializer, explorer, or adventurer.
    • tvisco
       
      Jane McGonigal wrote "Reality is Broken," a book that proposes that we aren't utilizing the power of games to the fullest such as solving world problems like oil crisis or water shortages. She's definitely entertaining. Her TED Talk on this page is worth checking out. www.janemcgonigal.com
  • Gamifi-ED project
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    • tvisco
       
      http://gamifi-ed.wikispaces.com/ This site collects "serious games" tested by students an educators. Their goal is games that really teach something but use the motivating power of games.
  • Game mechanics
    • tvisco
       
      This site lists all the ways that games get people interested in playing them. It's meant for game designers but it's interesting in it's own right and taps into motivational behavior. http://badgeville.com/wiki/Game_Mechanics
  • higher ed
    • tvisco
       
      https://www.youtube.com/watch?v=CeexDmpWeOQ A video on why to use games in higher education.
  • elementary ed,
    • tvisco
       
      https://www.youtube.com/watch?v=vnvHdjGjfjI A video on why to use games in elementary education.
    • tvisco
       
      The question I have is how to integrate the games out there into the curriculum. I think it's hard to do because with limited teaching time, taking time to play a game without having a good basis in content feels frivolous. And yet by the time students understand the content, there may not be time for games. The games out there might not match the content being taught very well.
  • Bartle's Gamer Profile Quiz
  • Jane McGonigal mentioned it in her Gaming Can Make a Better World TED Talk
  •  
    This article discusses the need to harness the motivational and addictive power of games in teaching. However, my question is how to integrate games into curriculum. Many games don't involve the curriculum being taught or only cover it superficially. How do you use games in the classroom? If you don't, why not?
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  •  
    Great article! At our school, we have several online reading & math games that we allow students to play. I'm all for gamification. I didn't realize there was a name for it, LOL. To answer your question, we use Everyday Math as our math curriculum. They have a wonderful website that is just a GREAT resource to teachers & students. For instance, it offers interactive teacher lessons. I use them daily & my students and I LOVE them! More importantly, it offers Everdaymath Online games. These are games that go along with our math lessons. Teachers can also assign games as homework. The website keeps track of how often students are playing the games and how they are progressing, or not, with a certain skill. From my experience, there are many ways to integrate games into curriculum but administrators must research that prior to choosing a particular curriculum. No matter what the situation, all it takes is a little research & comparison. The technology & games are out there....on the world wide web. Thanks for sharing!
  •  
    There's a real need for technology experts at schools to do more than reboot stalled operating systems and hook up new mice. Finding viable programs in the sea of options out there is one of them. One of my teacher friends seems to just use whatever sites, games, applications she can find willy nilly. She's happy to try anything. Her students do well but I wonder how random it is. It'd be nice to plan something that had progression to it and made more connections. I know she doesn't have time or money to spend on finding truly great programs and believes that trying them out and discarding them if need be is good enough.
  •  
    This type of interaction gets me excited because I have my students play CoolMath games on computer when they are done assignments but I am always finding games and tech 2.0 tools to incorporate for their learning. I love searching and attending workshops to help update my portfolio of tech tools. One tool that my students have found extremely engaging and they love to use is KAHOOT! This is a fun program to use for tests/assessments because it gives you the amount of correct answers and it saves you time, paper, and is a great tool to use for a test grade. https://getkahoot.com/
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