Transcript ppt - 2012
Gamification of Education Or “My Experiences and Reflections on Games and Education” Or “Games and Education: Connections in Engagement, Learning, and Lesson Design & Structure.” Introductions Masters degree at The Ohio State University 2012 Game Volunteer design and demo work Tutor since 2001 Brookwood Academy Math Teacher How I got here in the first place Definition of a Game Jane McGonigal, author of Reality is Broken: Why Games Make Us Better and How They Can Change the World “Games are unnecessary obstacles we volunteer to tackle.” Assumption: Games are a good vehicle for education Question: How do we satisfy the definition for math ed.? Game researcher specializing in pervasive gaming and Alternate Reality Games (ARGs). 'The face of Gamification' What is Gamification? The use of game mechanics and game design in non-game constructs. (Wikipedia) Gamification of... Shopping Government Fund Raising Health Not New, but New Twists Punch Card at Coffee Shop Karate Belts Aging Money Dieting Daily Chores >>> http://www.chorewars.com Gamification Definition Revisited “A careful and considered application of game thinking to solving problems and encouraging learning using all the elements of games that are appropriate” (Karl M Kapp “The Gamification of Learning and Instruction”) Problems? Elements of games? What is appropriate? Game thinking? Karl M Kapp is a Doctorate of Education in Instructional Design at U. Pittsburg and a professor of Instructional Technology at Bloomsburg U. Focus on E-Learning and adult education and corporate instruction. Game Thinking Thinking about a concept and converting it into an activity that has elements of competition, cooperation, exploration and storytelling. -Kim, A.J. (2011, March 23). Gamification 101: Designing the player journey. Google Tech Talk, www.youtu.be/B0H3ASbnZmc Amy Jo Kim has a PhD in Behavorial Nueroscience and works internationally with social game design and community architecture (Rock Band, The Sims, Ultima Online, Netflix, eBay...). This is not the solution to everything!!! Gartner is an information technology research and advisory firm Types of Gamers Richard Bartle's gamer break down based on computer game surveys Explorers, Socializers, Killers, Achievers. Online test rates you based on MMORPG context I'm 73% Explorer, 53% Socializer, 47% Killer, 27% Acheivert http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology Richard Bartle was the co-creator of the first MUD and is now a professor in game design. More Gamer Type Models Jon Radoff has his own system to identify gamers that seems a bit more for ALL types of game players, but whose words are not nearly as catchy... Jon Radoff created the first MMORPG commercially offered, called “Legends of Future Past” in 1992 when he was 20. Welcoming Games for All Players Monopoly Explorer: Community Chest / Chance Killer: Never trading, selective buying to ruin someone else's game Socializer: Making deals, sharing success and failure with players Achievers: Winning big or fast. Win Win mechanic Tedious End Game Long Game Play Lack of Customization / Initial Choice A 'Classic' Game Analyzed Dungeon and Dragons Explorers: Only limited by the imagination of the Game Master Killers: Often players can fight against one another in certain adventures and sessions. If not, its Players vs. Game Master Socializers: Cooperation in your group to defeat obstacles Acheivers: Getting more gold, min maxing your character, leveling Long Game Play Possible Slow Game Play Another Game 'Analysis' Jeopardy Explorer: Picking the weird topic? Killer: ... Socializer: Chatting with the players? Achievers: Positing the Answers Win Win mechanic Prerequisite knowledge Lack of player interaction Unit Analysis Explorers: Students like to find out new things and try things new ways. Open ended questions, inquiry based learning. Choice. Killers: Students like competition, not always against one another, but against a class, a clock or the teacher. Socializers: Group work, Think Pair Share, presentations. Achievers: Well defined rubric, specific definitions, clear objectives, final test. What else can we learn from Games? What Makes (some) Games Good? Theme Sound Track Intuitive Game Play Progressive Difficulty Selectable Difficulty Failure means Try Again! Continuous Feed Back Choices (multiple) Point System Education Specific Concepts Theme: Recycling Theme for a Year at Metro School Sound Track: Mozart... Good Acoustics...? Intuitive Game Play: Activating Prior Learning / Background Knowledge Progressive Difficulty: Scaffolding Selective Difficulty: Differentiation Education Specific Concept Cont... Failure means Try Again! : … Infinite Retakes? Late Work? … OGT problem Continuous Feed Back: Delay in feedback often occurs... Choices: Different roles in some group work but... (multiple) Point Systems: Grade and perhaps a classroom management system On Flow and Fiero Fiero is the pride felt after personal triumph over adversity Isabella Poggi, psychologist Mihály Csíkszentmihályi positve psychologist Reflection Set – Up Third 3 month placement at OSU STEM Masters program Hilliard Middle School: 8th grade and 7th grade Pre-Algebra Three weeks before placement begins Classroom Management Plan Quest Creation Leveling System Reward System Inspired by Quest to Learn www.chicagoquest.org Gamified Schools Quest to Learn : New York, Chicago Domains: Being Space Place CodeWorlds The Way Things Work Wellness Sports of the Mind (ELA and Social Studies) (math and writing) (math and science) (social emotional physical) (digital and media arts) Grade Levels: “novice” “apprentice” “expert” Boss Battles Rube Goldberg Machine 3-D Model of New York Gamified Courses Lee Sheldon's “Multiplayer Classroom: Designing Coursework as a Game” Welcome to my class. Right now, you all have an 'F' Points based assessment Choices and Paths Cooperative and Competitive Several other teachers share their own personal classrooms in the book and a few on his facebook page. My Classroom Management Houses Choice House Roles Herald Differentiation Porter Camaraderie Census Rewards Scribe House Points Six Cooperatively defined categories reward or detract House Points Leadership Economy Advancement Family Culture Rewards: House Points win House Cup (cookie / cupcake party) Belief Quest System Each House had an Elemental Aspect Earth Fire Air A few times a week new Quests would be available. Players were given a choice between two or more Quest Givers Quests would detail the Theme, Rewards, and Requirements A strange spherical robot person greets you in the hallway and wants to give you some M.B.s later in the day and says “Zero Zero. 30 degrees from 4 to 1” What could it mean? Lets research about angles, maybe we'll figure it out... Aspects Aspects of a House would be the first requirement of a Quest for those Players Players gain XP and M.B.s for completing that Aspect of the Quest Wind Aspect “Research what kind of thing 30 degrees is. On a clock, how could we have 30 degrees from 4 to 1? What if you have to leave early and want to leave it a note to meet YOU at a certain time?” Players can gain more XP by completing additional Aspects of the Quest Rewards Players were given a Leveling Chart and a Character Sheet to record progress Levels provided a few M.B.s on obtaining, but were primarily intended to serve as their grade for different topics like “Geometry 2-D” or “Probability” Level 1-9 'Needs more Work' Level 10 – D Level 11 – D+ …. M.B.s provided as an economy for buying school supplies, extra hall passes, candy or other such prizes. Player leader boards were also planned as well as titles. Choice Students could spend M.B.s on selecting a new Quest. Crafting Build a Quest Exploration Report Mathemagical Mistake Monster Battles Mandatory Activities Quizzes OGT Preparation Project Pandora Triangle Duel Triangle Duel Houses were provided the same triangles on harder stock paper of various types: Isosceles, Equilateral, etc... 2 of each (or so). I would randomly choose two triangle types Houses were given two minutes to trace their triangles, connected if they wish, such that it would be difficult for the next House to match their triangles onto another House's tracing Houses were given two minutes to match their triangles with the tracing. Sort of a 'make your own tangram'. Students were given House points and sometimes XP. Project Pandora Students were handed or provided three dimensional objects Given context that their amicable and successful analysis and sharing their ideas of surface area and volume of the five primary geoshapes would lock Pandora's box again. Had a score board which I would use for classroom management and insightful discovery. Warned not to let it increase. Explorer: Different ways of finding formula. What makes the score move? Killer: Outperforming other 'Houses' (classroom management), End Game. Socializer: Group work and presentations. Achiever: Getting the right equations and doing good work! Encountering Pandora's Beast: Students were to use created compound Geoshapes to do battle (rolling dice) to damage the remaining score total. Good and Bad / Unexpected Slight discipline improvements Change in assignment interest and completion rate Mathemagical Mistake Monsters Tracking and use of Math Bucks Too much time / too many changes Review was not rewarded / accomplished Present and Future Considerations Games Club in school Game Design request from participants: analysis and implementation Some in-class games play House / class points Review time journal writing / random monster encounter Online interface with Chorewars Mixed 'ability' Houses Use of Games in School Use as Content Focus “The Math of Yahtzee!” Use as Content Delivery System Review Games “Jeopardy” Use as a Classroom Management Distraction “Heads up 7-Up” Integrate all in Meaningful Appropriate Engaging Manner as Curriculum I and Others Aspire Towards! Books I Like Jane McGonigal “Reality is Broken...” Lee Sheldon “The Multiplayer Classroom: Designing Coursework as a Game” Karl M Kapp “The Gamification of Learning and Instruction...” Raph Koster and Will Wright “Theory of Fun for Game Design” Keith Devlins “Mathematics Education for a New Era: Video Games as a Medium for Learning”