Technology Pursuit

Blending Technology Into the Language Arts Classroom

Tag: gamification

Map Making: Bringing Gamification to Life

 

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This year I’m bringing a Medieval Fantasy-type theme to my classroom–think Game of Thrones crossed with the boardgame Risk. In my journal, I played with a VERY rough sketch of a map of the Land of Badgeria (our mascot is the badger). (Also, the name is tentative until/unless I conjure up a better name.)

Tonight, I drafted a second map, testing out my map-making skills.  I can’t draw anything realistic, but turns out I’m not bad at making fake maps. There are still mess-ups and scratch outs, but I started it with the thought of another “rough draft” in mind.  I knew this wouldn’t be the final one.

The object of our game will be to “conquer” the Land of Badgeria, which is accomplished through a process similar to the boardgame Risk. Every few weeks, we’ll have a Royal Rumble, where guilds will challenge each other (via dice like in the Risk game) for countries. Guilds will earn “challenge rights” through their average level (if their members’ average level is 3, then they will have 3 challenges), as well as through the Royal Rumble, where they practice ACT questions and compete against their own previous scores. Any score improving on or maintaining their previous score earns them another challenge.

For each challenge, a guild can challenge the right to own another “country.” Both guilds roll the dice, and the higher one wins. However, some countries also come with special privileges, such as the right to use the pillows or access to the snack drawer.

There are a few highlights to the map.  My students will notice that the countries are named after teachers at our school. My country is “Pilakowskia;” others include the “Arnold Archipelago,” “Loofeland,” “Arganbright Heights,” “Muirhead Moat,” and perhaps my favorite, “Thorberg-burg.”

Also, you’ll notice a transparent frame around the border. That’s because not all countries will be visible at the beginning of the school year. More countries–and privileges–will be available as the year progresses based on student achievement and responsibility. If I feel students are ready to handle more responsibility, part of the frame will come off, revealing the hidden lands underneath. (The final frame won’t be transparent, but students will see lines and notations indicating that there are “secrets” hiding beneath.)

I’m still uncertain about a few things.

1) Will I create a final draft of this on my own? Or will I commission a student of mine to create it for me? I have one in mind who would blow my skills out of the water, and she’d add tons of creativity…but then she will know my secrets, too.

2) I’m deciding how to reveal the map. I could simply have it hanging the first day and create intrigue. However, I could also embed it as an Easter egg somewhere in the first week of curriculum, and award an extra challenge or XP to the guild who “finds” the map (maybe I will hide it somewhere in our school, and give clues to students as they complete assignments?)

What’s most important for me to remember, though, that this is a process. I won’t have a pretty, perfectly organized and polished game this year. (In fact, that won’t ever happen.) I can’t burn myself out early on aiming for perfection. I need to have fun with it while not getting overwhelmed, as I’m wont to do.

 

My Gamification Elevator Pitch

The past weeks I’ve talked about my desire to gamify with my students.  My principal.  Even my mom.  None of them shot me down…yet I never felt that I won them over. I’m so excited about the prospect and have so many reasons and ideas buzzing around my head, but ask me to explain my reasons why–and I start to ramble.

 Thus, the need for an elevator pitch.

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Kevin Brookhouser writes about it in his book The 20Time Project, and essentially, my study of gamification has been my 20Time project this semester, albeit an informal one.  And since I also want to start my students to create 20Time projects next year in lieu of their traditional research papers, including an elevator pitch as Brookhouser describes, then I need to do it myself.

 (In parenthesis are Brookhouser’s outlined steps.)

 (Problem Statement) Over the past twenty years, technology has transformed communication and education, yet the traditional high school curricula has not.  Even with this brand new world of technology, students aren’t any more motivated than some of my classmates and education isn’t taking advantage of the full potential our current technology provides.

 (It Gets Worse) I still see highly intelligent students not engaged, other students who aren’t receiving the extra attention they need, and still other students stalling out rather than accelerating ahead because I’m trying to keep everyone “in the same place” in my instruction.

 (Glimmer of Hope) By gamifying my classroom with both game mechanics and project-based learning, I believe more students will be motivated.

 (Novel Solution) Gamification, or Dr. Chris Haskell’s term of “quest-based learning,” provides students with autonomy, purpose, and mastery. Students feel they have ownership and choice over their learning.  With more project-based learning, students feel more purpose to their work. And with focusing on mastery and standards-based grading rather than traditional bell-curve grading, students can move at their own pace and not feel that a failure is going into the gradebook.

 (Credible Authority) As a blended learning teacher who’s spent dozens of hours researching gamification, I can transform my curriculum into a gamified format that will be more motivating to a wider span of students.

 (The Vision) I know it won’t be easy and perfect, but I envision my classroom as a place of independent learning; where students are working on different tasks that fit their speed and abilities; where they have choice and purpose with their work; and where I can work with students or small groups rather than standing in the front of the room lecturing.

 Going Up...Creative Commons License Jamie via Compfight

It’s a little long.  It may take a couple elevator rides.

The most important words that stand out to me are these:

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Ultimately, this is why I want to gamify my room.  Not for the badges, though I see some benefits to those.  Not for my students to earn currency to buy pencils or erasers or assignment passes–I plan on being way too busy working with students or providing feedback to run a classroom store.  And not because I’m a gamer–because I’m the biggest rookie player out there.


I truly believe that providing students with autonomy, purpose, and keeping the focus on mastery, my students will be more engaged, resulting in them progressing further and learning more.

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.)

What I’m Reading: Gamify Your Classroom by Matthew Farber

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A few days ago, Matthew Farber’s Gamify Your Classroom showed up in my mailbox, and I’ve found myself absorbed in it twice-over.  The first time, I skimmed through it, bouncing around through different chapter, unable to repress my patience and my desire to absorb the entire text at once.

Now that the initial thrill is over, I’m taking my time on my second read through the book, and in the opening chapters, where Farber presents an overview of games, I highlighted several key statements that surprised me or resounded with my current thoughts.  Here’s one of them:

  • “Older–not younger–teachers” are actually more receptive to using games because “more experienced teachers saw the need to further engage students.” (23)

The lack of student engagement has been a frequent topic among teachers in my school.  A common complaint is that the current generation of students expect entertainment.  The cause?  Some say television, even going back as far as Sesame Street‘s origins, while others blame cell phones, ipods, and whatever form of handheld entertainment is hitting the shelves this year.  (Ah, cell phones–that’s a whole ‘nother issue I’m not about to tackle here.)

But the cause is a moot point, as far as I’m concerned.  Our task as teachers isn’t to solve the problem of students’ shortened attention spans.  Our task is to teach the students who land in our classroom on the first day of school and each day after that.  Somehow, we have to meet them, or at least do our best to meet them where they are.

While Farber’s statement surprised me, it makes sense.  Even in my 14 years of teaching, I’ve seen students working less outside the classroom and the importance of connecting what we’re doing in the classroom to the outside world.  Just expecting my students to read and comprehend Macbeth isn’t enough anymore.  I need to do more to connect it to the outside world.

What do games have to do with this connection?  It’s a method, a channel to get students there.  Games are like technology–they’re not a destination but rather a vehicle for teaching students, getting them interested in the subject matter, and once they’re interested and have gained a basic understanding of the subject matter, they can start making connections to the outside world.

As I continue on, I’ll share more of Farber’s writing that resounded with me.  However, I’d also suggest getting the book for yourself–http://www.amazon.com/Gamify-Your-Classroom-Game-Based-Epistemologies/dp/1433126702/ref=sr_1_1?s=books&ie=UTF8&qid=1423418163&sr=1-1&keywords=gamify+your+classroom

Reflection After Day Six of Gamification

3D GameLabI’ve put so much work into my gamification strategy in my Applied Comm class this week.  I’ve learned a lot, too, mainly on the logistics side of setting it up, ironing out the technology wrinkles, and working with the 3D GameLab portal.

Here are some things I’ve figured out (or wish I would’ve done):

1)  Use my same “lingo.”  I tried to use some fun “gamish” language for the quests, but it was too much change for my students.  Some of my students have been in my classroom for 3-4 years, and at this point in the year, I should have kept with my same phrases.  For example, I changed Vocab Notes to “Learning the Lingo.”  I should have kept it simple and kept it the same.

2) Number the assignments.  I learned this from one of Alice Keeler’s posts.  Numbering quests 001, 002, 003 helps students keep track of where they are, but it also helped with communication.  I didn’t make this change until midweek, and I wish I would have done it earlier.  Then we could simply talk about #4 or #6 and immediately understand each other.  Does this seem minor?  Perhaps?  But I assure you, it makes  a huge difference.

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3.  Make a game map.  After I made one in Draw.io pro, I used Block Posters to print it on PDFs and pieced it together on our bulletin board.  Then I created a caradstock tag with each student’s gamer tag, so they could move it along as they finished each quest.  That gave them and me a visual of how they were progressing.

4.  Indicate requirements/options.  I included assignments that were required, but I also added optional vocabulary reviews that would earn students points and give me time to look through student assignments and make sure they met my expectations before I allowed them to move on in the game.  Some students spent a lot of time on these reviews and not enough time on the other assignments, even though the other assignments clearly were worth more points.  Today I clearly marked “required” and “optional” on assignments.  Will I always have to do this?  I don’t think so.  This early on in the experience, however, I think my students need it until they’re used to this process more.

I’m sure I have hundreds, perhaps thousands more lessons to learn.  But the lessons got easier through the week.  Students adjusted.  Several commented how much they liked it.  Some commented they didn’t.  However, we’re only a week in, and it’s too soon to make a judgment.

My First Few Days of Gamification

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Today we finished Day 2 of our gamification experiment in Applied Communications 12.  We started last week.  At first, most of the students were excited about the prospect of creating their own gamer tags and avatars.

Then they realized that there were still expectations.  Assignments.  Yes, I started exchanging “assignment” for “quest,” but as one kid said, “There aren’t any guns.”  No, no there are not.

Other than adapting to new technology in general, the other issue I faced with some kids is that this system puts more responsibility in their hands.  Although I was there to help them if they have questions or issues, I wasn’t leading the class in the traditional way where I told them step by step what they needed to do.

Today I heard the first “non-gamer” say she liked this method of working at her own pace.  I think more will think this, too, as we continue.  I also faced much fewer complaints today about this being different and that they “wished we’d do it the old way.”

This is a process.  As one of my gamers said the first day, “You know this would be a whole lot easier if you started this the first day, right?”

Yep.  I know.  But I didn’t want to wait until next year.  If you’re excited about something and believe it will make a difference in education, then why wait?

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.

My Top Three E-Learning Trends to Follow…(Based on TalentLMS’s Top Ten)

The TalentLMS blog has created a fabulous new infographic about the top ten e-learning trends to follow in the coming year.  While all are fascinating, three stand out as my favorites:

Gamification

Gamification has been smoking hot this year and getting only hotter.  I’ve been reading more on it the past weeks (see Alice Keeler’s fantastic posts about gamification, including this one about getting started.  I do some low-level gamification in my room–oddly, perhaps, it’s not at all technology based but solely based on student improvement of previous vocab/grammar scores.  How much do I want to use in my own room?  I’m not sure.  What I am sure is there’s a place for it.  That’s one of my goals for this year:  Research gamification.

Personalization

Differentiation has become a hot button issue–many love it, many debate its logistics.  Do I differentiate?  Not enough.  I allow all kids of student choice, but I know there could be more.  The question is how to manage it while still maintaining my sanity.  Technology will decidedly play a role in this, but so will lots of forefront planning.  And perhaps the next trend plays into that.

Automation

 

Here’s one way differentiation could work:  Automation of course creation.  This seems like an impossible accomplishment for the most advanced technology right now.  Sure, I use diagnostic tests online for grammar to help me and students select what grammar topics to study next.  This, however, seems to be taking the next step.  Lower levels of Bloom’s Taxonomy might be conquerable with automation, but measuring critical thinking?  I’m not sure.  Still, this trend is definitely worth watching.

Want to know the other seven trends?  Check them out:  http://blog.talentlms.com/elearning-trends-follow-2015-infographic/

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