gamification of the classroom

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GAMIFICIATION OF THE CLASSROOM David Mullich @David_Mullich davidmullich.wordpress. com Hack The Classroom Loyola Marymount University September 28, 2013

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A Powerpoint Presentation accompanying a talk I gave at Hack The Classroom, Loyola Marymount University, September 28, 2013.

TRANSCRIPT

Page 1: Gamification of the Classroom

GAMIFICIATIONOF THE CLASSROOM

David Mullich

@David_Mullich

davidmullich.wordpress.com

Hack The Classroom

Loyola Marymount University

September 28, 2013

Page 2: Gamification of the Classroom

About Me

Page 3: Gamification of the Classroom

Gamification

The use of game design techniques in non-game activities (e.g., work, exercise, education, etc.) to improve engagement, participation, and learning.

Page 4: Gamification of the Classroom

Examples of Gamification

Page 5: Gamification of the Classroom

The Core Drives of Gamification

Meaning Empowerment Social Influence Unpredictability Avoidance Scarcity Ownership Accomplishment

WHITEHAT

BLACKHAT

LEFTBRAIN

RIGHTBRAIN

Yu-Kai Chou

Page 6: Gamification of the Classroom

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.

Page 7: Gamification of the Classroom

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 hadn’t

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 child’s learning journey.

Page 8: Gamification of the Classroom

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.

Page 9: Gamification of the Classroom

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 GroupsAsk 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.

Page 10: Gamification of the Classroom

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 doesn’t have to be random.

Page 11: Gamification of the Classroom

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.

Page 12: Gamification of the Classroom

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.

Page 13: Gamification of the Classroom

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.

Page 14: Gamification of the Classroom

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.

Page 15: Gamification of the Classroom

Badges For Your ClassroomPick Some Targets Specific Targets Random Targets Extraordinary Targets

Create Badges Make Them Yourself Use Stickers classbadges.com

Page 16: Gamification of the Classroom

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

Page 17: Gamification of the Classroom

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

Page 18: Gamification of the Classroom

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

Page 19: Gamification of the Classroom

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!

Page 20: Gamification of the Classroom

Thank You!

Session Survey

http://goo.gl/nNkJ9b

My Newsletter

http://bit.ly/1agkGrj

David Mullich@David_Mullichdavidmullich.wordpress.com