Technology Pursuit

Blending Technology Into the Language Arts Classroom

Tag: Chris Haskell

Can’t Miss Gamification Webinars

I frequent http://home.edweb.net/category/webinar/ to check out free new information about teaching from some of the greatest experts.  It keeps me entertained while I’m cooking dinner or working out.  This week, I watched two fantastic webinars about one of my favorite topics:  gamification!

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This week Lee Sheldon, author of The Multiplayer Classroom (great book, btw for anyone interested in games in the classroom) led a webinar about his experience in creating classes based on games.  He discusses topics such as curriculum,
narrative, attendance, and grading.  Concepts I loved:

1) A point-earning grading system rather than averaging

2) Technology is not necessary

3) Students can work in guilds (groups) for many quests and raids (assignments and tests).

 

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I also viewed The Game Based Curriculum webinar, led by Chris Haskell of Boise State University.  I’ve read many of his papers and articles, and watching this webinar only further impressed me with both Haskell and his work.  The first part of the webinar focuses on the reasons and benefits of gamification, and the second half shows a walk-through of the 3DGameLab, a web-based platform that hosts teachers’ quest-based curriculum.  (I beta tested the platform earlier this semester–it’s pretty cool, though I’m not sure whether I’ll use it full time in the next school year or not).

Interested in gamification?  I’d certainly recommend these two webinars for anyone ready to put their big toe in the water (or if you’re ready to take the plunge into the deep end, too.)

Quests: Attractiveness Matters

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Creative Commons License Photo Credit: Gwyneth Anne Bronwynne Jones via Compfight

I’ve been reading lots–and I mean lots!–about gamification this weekend and jumped feet first into the 3D GameLab website.  I found myself falling into my quests faster than Alice fell down that rabbit’s hole, and I’m just as enthralled with this new wonderland that I’ve found.

In one of my quests, I read about Dr. Chris Haskell’s research regarding the importance of quest attractiveness.  Because here’s the thing:  like every new golden egg that’s been discovered in education’s hunt for motivating students, gamification and quests themselves aren’t a true panacea.  Do I think they can be part of the greater solution?  Absolutely.  But not because of the badges or the storyline.

Gamification provides student CHOICE:  choice in pacing, choice in educational order, choice in topics.  And choice is one aspect that makes quests attractive.  Students don’t have to do ALL the quests.  Students have choice in certain projects or the order that some quests are undertaken.

Quests must also have variety.  Just as a traditional classroom becomes dull with the same activities and assessments week in and week out,  quests can be repetitive and redundant if they’re too similar.  As Haskell found in his research, a YouTube video and questions will not work for each and every assignment.

In addition, Haskell found that quests need a variety of task-oriented and goal-oriented outcomes.  Some need to be simple; others more complex.  Some need to allow student-creativity.  Others can be straight-forward.

Simply taking a dull lesson and putting it into a quest form does not breathe life into student learning.  Quest creation still needs to be grounded in solid unit development, lesson planning, scaffolding, creativity, variety, and student choice.

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