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South Padre Island Convention Centre WWW.ESC1.NET 2013 Technology U Gamification in the Classroom From Marketing/Business Tool to Classroom Educational Tool

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  • South Padre Island Convention Centre WWW.ESC1.NET

    2013 Technology U Gamification in the Classroom

    From Marketing/Business Tool to

    Classroom Educational Tool

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Who Am I?

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Hey now, don’t laugh!

    Circa 1982 Age 12

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Anna Clark Technology Teacher/Tech21 Trainer

    Veterans Memorial High School 956-574-5625

    [email protected]

    mailto:[email protected]

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    What Games Do You Play?

    • http://www.youtube.com/watch?feature=player_embedded&v=1AJpKt6UP08

    Gamificiation is about understanding that "if you can make something more fun, and include notions of play, you can get people to do things they otherwise might not want to do."

    http://www.youtube.com/watch?feature=player_embedded&v=1AJpKt6UP08�http://www.youtube.com/watch?feature=player_embedded&v=1AJpKt6UP08�

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Game-Based Learning vs. Gamification

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Game Gamification

    Games have defined rules & objectives

    May just be a collection of tasks with points or some form of reward

    There is a possibility of losing Losing may or may not be possible because the point is to motivate people to take some action and do something

    Sometimes just playing the game is intrinsically rewarding

    Being intrinsically rewarding is optional.

    Games are usually hard and expensive to build

    Gamification is usually easier and cheaper

    Content is usually morphed to fit the story and scenes of the game

    Usually game like features are added without making too many changes to your content

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    “Gamified applications have to connect to something that is already meaningful to the user - or to wrap themselves in a story that makes them meaningful. “The general lesson is that to be successful a gamified application must provide something that is already meaningful to the user in its own right”

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    When gamifying your own program, focus on these three rules:

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    See yourself as a game designer This is easier said than done, but don’t over think it. A game is a series of goals and feedback cycles. Most importantly, make your game worth playing.

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Focus on the player Ask yourself, “If my participants were players of a game, what would they care about?”

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Master game mechanics Mechanics let players know what to do next. Game designers understand how to bundle various game mechanics or when to throw in a surprise. And most importantly, your game mechanics should always support the most important dynamic of your game.

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    “Gamify grading: One success story is Lee Sheldon, a professor at Indiana University, who gamified his course by abandoning grades and implementing an “experience points” system. Students’ letter grades are determined by the amount of points they have accumulated at the end of the course, in other words, by how much they have accomplished. Because of the extracurricular interests of the current college-age generation (games!), Professor Sheldon attributes success to the fact that “the elements of the class are couched in terms they understand.” Students are progressing towards levels of mastery, as one does in games. As Penny Arcade TV puts it, “each assignment and each test feels rewarding, rather than disheartening.” Penny Arcade also suggests that educators align levels with “skills” in order to highlight the inherent value of education.”

    Extra Credits: Gamifying Education

    http://www.escapistmagazine.com/news/view/99224-Professor-Abandons-Grades-for-Experience-Points�http://blog.tophatmonocle.com/2012/07/4-ways-to-gamify-learning-in-your-classroom/ http:/www.penny-arcade.com/patv/episode/gamifying-education�http://www.youtube.com/watch?v=MuDLw1zIc94�

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    http://classbadges.com

    Award students with badges: For each assignment completed, award students with badges. This may seem like a regression back to Kindergarten stickers of gold stars, but it’s working for Khan Academy. As students watch instructional videos and complete problem sets, Khan Academy awards them with points and badges to track progress and encourage perseverance. Western Oklahoma State College is implementing this form of gamification into their technology classes, with badges like “Moodle Noob No More,” or, a personal favorite “Drop It Like It Hot” to indicate mastery of Dropbox. However, as previously noted, it’s important to add value to the badges, like bonus points, skill levels, etc.

    http://classbadges.com/�

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Integrate educational video games into your curriculum: The use of games allows students to fail, overcome, and persevere. Students are given a sense of agency—in games, they control the choices they make, and the more agency students have, the better students do. Instantaneous feedback and small rewards (or big ones, like winning) are external motivators that work. Case in point, Mr. Pai, a 3rd grade teacher on a mission to make learning fun. He disrupted the traditional classroom setting by introducing the Nintendo DS, among other technology, into his daily curriculum. Students practiced math and language through the use of computer and video games. In just eighteen weeks, his class went from a below 3rd grade level to a mid fourth-grade level.

    http://www.kickstarter.com/projects/1367241051/classrealm

    http://classrealm.com/

    http://www.kickstarter.com/projects/1367241051/classrealm�http://classrealm.com/�

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Paul Anderson

    Bozeman Biology Youtube Channel

    http://www.youtube.com/watch?feature=player_embedded&v=4qlYGX0H6Ec�http://www.youtube.com/user/bozemanbiology?feature=watch�

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Gamification won't necessarily yield higher grades — or better engagement — unless it's applied thoughtfully, in a way your users can relate to.

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Goal-setting What it is: The whole purpose of a game is to have a goal and to strive for it, such as “save the princess”, often with sub-goals that provide small wins along the way, like “get to the next level”.

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Gaming Equals Retention

    For example, Nike "gamified" exercise by allowing people to track and share their exercise results, such as distance and time spent running. By choosing to "gamify" your product, you are allowing users the ability to become more motivated and participate further with your product.

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    https://www.mindbloom.com/�

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Links:

    Gamification Infographic http://www.knewton.com/gamification-education/

    Gamification of Education Wiki http://gamification.org/education/#Difference_between_games_and_gamification

    Adding The Fun http://addingthefun.com/

    Gamification 101 http://www.bunchball.com/gamification101

    Bozeman Biology Youtube Channel

    http://classbadges.com

    http://classrealm.com/

    http://www.knewton.com/gamification-education/�http://gamification.org/education/�http://addingthefun.com/�http://www.bunchball.com/gamification101�http://www.youtube.com/user/bozemanbiology?feature=watch�http://classbadges.com/�http://classrealm.com/�

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Reality is Broken

    http://www.amazon.com/Reality-Is-Broken-Better-Change/dp/0143120611/ref=sr_1_1?ie=UTF8&qid=1348711116&sr=8-1&keywords=reality+is+broken�

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Anna Clark Technology Teacher/Tech21 Trainer

    Veterans Memorial High School 956-574-5625

    [email protected]

  • © 2013 WWW.ESC1.NET Technology U, South Padre Island Convention Centre

    Game Over

    http://vmhstst.weebly.com

    http://vmhstst.weebly.com/�

    Gamification in the ClassroomSlide Number 2Slide Number 3Anna ClarkWhat Games Do You Play?Slide Number 6Slide Number 7Slide Number 8When gamifying your own program, focus on these three rules:�Slide Number 10Slide Number 11Slide Number 12Slide Number 13Slide Number 14Slide Number 15Paul AndersonSlide Number 17Slide Number 18Slide Number 19Slide Number 20Links:Slide Number 22Anna ClarkGame Over