Gamification of the Classroom
Post on 27-Jan-2015
DESCRIPTIONA Powerpoint Presentation accompanying a talk I gave at Hack The Classroom, Loyola Marymount University, September 28, 2013.
- 1. David Mullich @David_Mullich davidmullich.wordpress.com Hack The Classroom Loyola Marymount University September 28, 2013
2. About Me 3. Gamification The use of game design techniques in non-game activities (e.g., work, exercise, education, etc.) to improve engagement, participation, and learning. 4. Examples of Gamification 5. The Core Drives of Gamification Meaning Empowerment Social Influence Unpredictability Avoidance Scarcity Ownership Accomplishment WHITE HAT BLACK HAT LEFT BRAIN RIGHT BRAIN Yu-Kai Chou 6. Epic Meaning and Calling Fill the room with visuals that focus on the primary subject or provide inspiration and encouragement Create a Student Hall of Fame Provide real-life examples Give students quests or challenges instead of assignments Allow for early successes or award free extra credit in ways that make students feel special Participate in projects that assist a charity Create a subject-themed Wikipedia that is maintained across many classes Use the narrative effect of storytelling and motivate students by making them feel engaged in something bigger than themselves. 7. Empowerment and Creativity Create an ala carte menu of course projects and assignments Reward success by unlocking a more difficult challenge Reward risk-taking, creativity, experimentation and creativity Give students the tools to design and build what you hadnt thought of Turn your classroom into an Etch-A-Sketch Make your classroom interactive Make objectives clear, and offer students multiple ways to accomplish them. Allow kids to be creators of their own knowledge, with the teacher becoming an assistant to the childs learning journey. 8. Social Influence Collaborate with others to achieve goals Engage students in competitions Use project-based learning where students design the entire process from brainstorming to publishing. Put students works on public display Create assignments designed to go viral Have ahead of pace students mentor below pace ones Use both collaboration and competition between students, encouraging teamwork and preparing them for real-life situations. 9. More on Teams Form Mixed Ability Groups Age / Major / Achievement / Diversity Help Groups Bond into Teams Create a Team Flag / Build Trust / Listen and Participate Tinker with Struggling Groups Ask If They Need Help / Teach Active Listening Instill Competitive Unity Earn Bonus Points For Unity / Create A Reason to Win Students can participate in teams to enhance learning, Healthy teams challenge each other, spurring each other on to deeper learning. 10. Curiosity and Unpredictability Tease or preview the content without giving the whole story Give out assignments by lottery Give out unexpected rewards Use humor and suspense Introduce an element of chance into the curriculum. As the instructor, you are in charge of this designed experience and chance doesnt have to be random. 11. Loss and Avoidance Trophies Given To New Winner Lost Progress Lose Turn / Grounded Sunk Cost Tragedy Scarlet Letter / Dunce Cap Guilting Coupons with Expiration Dates Students must work to avoid losing something they have gained or an unpleasant result. This Black Hat technique must be done with humor or in a game context so that it is not demoralizing or humiliating. 12. Scarcity and Impatience Give a reward to the first 5 students who complete an assignment Create a Rewards Card with special privileges given to students who have earned a required amount of points Students must make appointments or check in at fixed intervals to receive new challenges, missions or announcements Students must wait a minimum amount of time before they can try a challenge or assignment again Create a sense of urgency or immediacy in completing an assignment Tackle challenges in a limited amount of time These techniques emphasize the human desire to strive and compete for things that seem unavailable in quantity. 13. Ownership and Possession Build Items from Scratch Complete Collection Sets Recruit Other Students to their Project Purchase Items to Customize Their Workspace Create Their Own Avatars that Appear on Class Bulletin Boards Give students malleable learning tools and resources that they can customize, or upgrade to fit their approach to learning. 14. Development and Accomplishment Add a progress bar to online tests Break large assignments into smaller deliverables that can be mastered Turn grades into achievements Award experience points, badges and even titles to recognize achievement Level up to unlock content Post a leaderboard of high achievers Design learning experiences so that students see visible progress on a daily basis. 15. Badges For Your Classroom Pick Some Targets Specific Targets Random Targets Extraordinary Targets Create Badges Make Them Yourself Use Stickers classbadges.com 16. Youtopia.com Classroom management site to help gamify your classroom Activities, badges, points, and leadership boards to motivate and engage students Pre-built templates for customizable lessons Free for teachers with up to 50 students 17. Edmodo.com Social networking site for classrooms Put students into groups in which they can socialize with each other Post questions to the group during specific hours Post interesting articles or video clips and have students respond by posting comments Post quizzes and award the top score a badge Create a scavenger hunt by having students complete tasks (send a post, reply to a poll, collect polls, find images) Sign up for free 18. Play.annenberginnovationlab. org Create canvases for self-expression and learning Circulate content to encourage shared knowledge networks Connect with other learners of shared interests Collaborate to foster co-learning and collective intelligence Sign up now to become a beta tester 19. Final Points Mentoring is at the heart of gamification Emphasize skills and knowledge over information Design with iteration in mind: one skill builds on the next, and students need it all to succeed Call upon students to perform their way to competence Create a plan for constant and frequent feedback Make space work in your favor Gamification is not a quick fix Adding gamification elements can be fun! 20. Thank You! Session Survey http://goo.gl/nNkJ9b My Newsletter http://bit.ly/1agkGrj David Mullich @David_Mullich davidmullich.wordpress.com