Source: Image of game controller, Public Domain, http://mrg.bz/5XGs9L
Hi. My name is Ashley, and in today's lesson, we will talk about gamification strategies that can enhance the learning experience in the classroom. What will you learn today?
First, we will take a look to see what does gamification in the classroom look like. We will also review the components that are needed to create a gamified classroom. And lastly, we will consider the factors in order to integrate gamification in the classroom.
What is gamification in the classroom? Tom Driscoll, who's an advocate for gamification, says gamification is not a game in the classroom but turning the classroom into a game like atmosphere. In other words, kids should be just as excited about school as they would playing a game, and it should be just as engaging and rewarding.
What are the components of the gamified classroom? In a gamified classroom, there must be immediate feedback and rewards. Students need feedback on their performance to let them know if what they're doing is correct or not and rewards for outstanding performance. Students should be able to track their progress by receiving badges or seeing a leader board that includes players and their prospective points. This allows them to monitor their performance and make adjustments as needed.
Increased rigor and advancing to higher levels is needed for gamification. Students will also be more likely to enjoy the activity when there is a low risk of failure. There also must be a hook or a very fascinating storyline to capture students attention and engage them throughout the learning activity. Students should also have choice in selecting the task.
How can gamification be integrated in the classroom? First, it must be decided how master competencies will be assessed. Will you use a traditional grading system, points or badge system? Then create an interesting story surrounding the topic you have chosen that will keep students engaged throughout the learning experience. This can be in the form of a task or simulation.
Next, decide whether you will use adaptive learning technologies just like a computer or online software or will you create the task yourself. Also, decide if you want to incorporate videos. Communicate with parents and how you plan to incorporate gamification in the classroom and how it would affect grading.
In order to integrate gamification in the classroom, it also must be decided how you record the impact of student motivation and determination. How will you know if students are truly engaged and determined to complete the learning task? Lastly, you will have to decide will this be something the students will complete independently or as a group?
What did you learn today? Well, first, we discussed what gamification looks like in the classroom. And just like Tom Driscoll said, it is creating a game like atmosphere for students. Then we talked about the components of a gamified classroom, which include having students track their progress, giving them immediate feedback and rewards, and increasing rigor. Last, we mentioned the steps in order to take to integrate gamification in the classroom, which involves communicating with parents, creating a storyline that is engaging to students, and determining how you evaluate master competencies.
Here are some other questions that you can consider while incorporating gamification in your classroom. What would gamification in your classroom look like? What content areas or specific topics of study will you use to incorporate gamification?
And while you're reflecting, take a look at this Wiki that has many choices of games that have already been developed for teachers just like you. To dive a little deeper and learn how to apply this information, be sure to check out the additional resources section associated with this video. This is where you'll find links targeted toward helping you discover more ways to apply this course material.
Overview
(00:00 - 00:11) Introduction
(00:12 - 00:32) What will you learn today?
(00:33 - 00:58) What is Gamification in the Classroom?
(00:59- 01:55) What are the components of a Gamified Classroom?
(01:56 - 03:06) How can Gamification be integrated in the Classroom?
(03:07 - 03:50) What did you learn today?
(03:51 – 04:35) Reflection
Gamification of Education
This wiki includes research, strategies, and resources on applying gamification in education. In addition, three games that can be used in education are included for your review. This wiki also walks you through making a decision to use a game or to gamify your classroom.
http://badgeville.com/wiki/education
Classroom Game Design: Paul Andersen at TEDxBozeman
Paul Andersen of Bozeman Science gives a TED Talk on using gaming strategies in the classroom. Anderson provides a vivid description of his classroom as a gamified environment. Andersen stresses motivation and engagement as the benefits of gamification. He also stresses that in games, students fail, try, and try again until they have success making learning fun and interactive.
https://www.youtube.com/watch?v=4qlYGX0H6Ec