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Gamifying the Classroom

TAKE THE QUIZ:How many games have you played?Hide and SeekJacksMarblesHopscotchTug-of-WarANY Physical SportANY Card GameMonopolySorryRiskCheckersChessOthelloConnect FourLifeOperationClueTabooScattergoriesScrabbleANY Paper-based PuzzleTag

UnoBattleshipDominoesYahtzeeTrivial PursuitPictionaryCandylandChutes & LaddersCatchphraseD & DPokemonANY SimsPac-manTetrisDonkey KongZeldaMystANY Marion Bros.TekkenSonic the HedgehogTic-Tac-ToeCentipede

Tomb RaiderMortal KombatArea 51Crash BandicootResident EvilANY X-treme Sports

Video GameHaloCall od DutyFroggerHalf-lifeDoomSpace InvadersGrand Theft AutoANY Racing GameAsteroidsQ-BertMadden NFLPortalWorld of WarcraftDiabloHangman

EverquestFinal FantasyElder ScrollsStarcraftStar WarsSkyrimAngry BirdsCandy CrushTrivia CrashTemple RunFlappy BirdMinesweepAssassin’s CreedMinecraftGuitar HeroPitfallWords with FriendsPongDoodle JumpSimon SezCut the Rope

TAKE THE QUIZ:How many games have you played?

0 – 20YOUNGLING

21 - 42PADAWAN

43 - 65JEDI KNIGHT

66 - 86JEDI MASTER

Games, games, and more games…

Why GAMING in the classroom? I mean I really

don’t have the time…

www.theesa.com

Did you know….over the years of studies, scientists have actually proven that gaming has a positive effect on cognitive, motivational, emotional and social aspects of people’s lives!

http://www.thefuntheory.com/piano-

staircase

TheFUN

THEORY

“Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users’ self contributions.” (Wikipedia)

GAMIFICATION

GAMIFICATION IS EVERYWHERE BUT YOU MAY NOT REALIZE IT

ACTIVITY

Each pair gets a baggie.Your task is to create a game

using only what is in the baggie (NOT including the baggie!)

that does not currently exist.

What gaming elements can I implement in order to gamify my classroom?

See success visualized

incrementally

PROGRESSION

PROGRESSION

XP Points – points earned that increase the expertise of the player in something

Levels – a natural or proper position, place, or stage in the game

Progression or Status Bar – some kind of heads-up display that shows your current state at that time

PROGRESSIONCLASSROOM EXAMPLES

Think of leveling as mastery learning. Once a student masters a concept, chapter, or unit by collecting the

required number of XP points, they level up to the next one. Students should not be allowed to work

with new content until they have mastered the old.

Students should always know what level they are, how many XP points they have, and how many XP points they need to level up. This can be done on

paper or electronically with a spreadsheet program.

PROGRESSIONCLASSROOM EXAMPLES

Students gain XP points for every correct assignment, assessment, product, etc. XP points

should never be taken away. Students merely do not increase their XP points unless they get it done

correctly. Once a threshold of XP points is met, a student will level up.

Offer economy points for success on or completion of individual assignments that may be traded in for small rewards such as a pencil, sticker or preferred

seating for a day

PROGRESSIONCLASSROOM EXAMPLES

Create a list XP point requirements such as you need xxxx points by the end of the 1st 6 weeks to get an

“A” on your report card, xxxx XP points for a “B”, and so on.

Feel pride in your work in the game or a sense of purpose

INVESTMENT / OWNERSHIP

INVESTMENT / OWNERSHIP

Quest – a mission with an objective that leads to rewards

Achievements – a meta-goal defined outside of a game’s parameters

Rewards – a thing given in recognition of one’s service, effort or achievement

Leaderboard – a scoreboard showing the names and current scores of the leading competitors

INVESTMENT / OWNERSHIP

Epic Meaning – the belief that a player is working to achieve something great, awe-inspiring and bigger than themselves

INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES

Make every assignment a quest with a back story that deals with an ongoing theme or role. Perhaps

students need to workout problems in order to unlock something or gain a clue for the next

assignment.

Set milestone achievements such as 100 homework assignments completed or acts such as voluntarily

picking up trash around the class. Students can either get achievements or not. Have a rewards for

achievements such as unique badges.

INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES

Rewards can be given out individually or as a group. Set a goal of 80% of the class meeting a set number of XP points. As a reward, give the class some free time, or a homework pass. Rewards can also be in

the form of a study aid such as a cheat sheet or the answer to 1 test question.

Stir up a little competition, boost morale and get students excited by showing them how the whole

class is doing. If you want more collaboration, then post team scores instead.

INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES

Relate quests to students interests thus making learning relevant and framed within a context of

WHY this concept should be learned. For problem based learning, revolving the PBL around a service

project works great.

Give students roles

Have students keep journals to tell the story of the process and reflect upon it

INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES

Challenge-based learning in which students create a product or initiative they care about and of their own

choice

Self-paced learning opportunities

Make learning relevant

Unlock information continuously

CASCADING INFORMATION

CASCADING INFORMATION

Bonus / Challenge – a special event that only takes place sometimes

Infinite Play – learn continuously until you become an expert.

Feedback Loop – use feedback to self-correct or adjust by looking at the difference between the actual and desired results

CASCADING INFORMATIONCLASSROOM EXAMPLES

Make some project or homework assignments optional for extra XP points. The first time, perhaps only a few students will do it. But when the rest of the class sees the huge increase in XP points as a result, the reluctant ones may be more likely to

complete the next ones.

Allow students to fail, overcome, and persevere. Only in education do we mark a question wrong, take away points, and then move on to the next

question and never look back.

CASCADING INFORMATIONCLASSROOM EXAMPLES

Constantly facilitate the learning in the classroom and provide feedback to students. This can be done

through a quick dialogue.

Use formative assessment often

Use quick response technology such as PollEverywhere, Socrative, Infuse Learning, or

Padlet

Provide timely feedback

•Fun

•Focus

•Competitiveness

•Collaboration

•Camaraderie

•Retention

•Meaningful Choices

•Mastery

•Productivity

GAMIFICATION ENCOURAGES•Optimism

•Creativity / Exploration

•Persistence

•Risk-taking

•Attention to detail

•Problem-solving

•Critical thinking

•Engagement

•It becomes predictable and boring

•It is poorly designed or seems meaningless

•You are not fair to all students

•You reward students too soon

•Students find ways to cheat

•Focus is too much on winning or being the best

•Having too complicated of a system

GAMIFICATION PITFALLS

CLASSREALMhttp://classrealm.com/

CLASSDOJOhttp://www.classdojo.com/

CLASSCRAFThttp://www.classcraft.com/

Sylvia Escobar

STEM Specialist

sescobar@esc1.net

956.984.6047

CONTACT INFORMATION