Gamification in the Classroom

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Transcript Gamification in the Classroom

Gamification in the Classroom
Alexandra
Rosilius
Rosilius.ca
Who are you?
Administrators
Teachers
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Librarians
and Others
What do you teach?
JK to Grade 5
Grade 6 - 9
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Grade 10 - 12
Summary
The
Concept
• Investing in students
future and
individualized learning
The
Opportunity
• Increased student
interest
The
Potential
• Better learning for
students
• Higher Student
potential
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What We’ll Cover Today
1. Who am I?
2. What is Gamification?



POINTS
GROUPS
RPG STYLE
3. How I use Gamification in my classroom
4. Types of Gamification
5. How I can implement this in my classroom?
Who Am I?
•
My name is Alexandra Rosilius
What you need to know about me:
•
I have moved from Alberta to teach here, and I
was teaching in England before that. I am currently
teaching at RCHS in Rosetown for Sunwest
School Board.
•
I am the 1:1 teacher and 21st Century Educator in
my school.
•
I have a 4 year Bachelors, and a B.Ed.
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Why Gamification?
• Growing up with older brothers
• Quick movie: This RSA Animate was adapted
from a talk given at the RSA by Sir Ken
Robinson, world-renowned education and
creativity expert and recipient of the RSA's
Benjamin Franklin award.
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ADHD Aside
• Students are living in the most stimulating time
period ever.
• This is not how we learned. So we need to
cater to their learning.
• I needed to think: How do I like to learn?
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Gamification!
• What is it?
• Gamification is the use of game thinking and
game mechanics in non-game contexts to
engage users in solving problems.
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Why Gamify?
• It aids in Cognitive Development. (1)
• It increases the level of engagement in the
classroom. (2)
• Gamification aids in accessibility. (3)
• Gamification makes it easier to diversify and
give students options.
(1)Doraiswamy, P. M., Agronin, M. (2009). Brain games: do they really work?
http://www.scientificamerican.com/article.cfm?id=brain-games-do-they-really
(2) Bustard, D. W., Black, M. M., Charles, T., Moore, A. A., McKinney, M. E. T., Moffett, P. (2011). GEL:
A generic tool for game-enhanced learning. Unpublished research, University of Ulster, Coleraine,
United Kingdom.
(3) Blum-Dimaya, A., Reeve, S. A., Reeve, K. F. (2010). Teaching children with autism to play a video
game using activity schedules and game embedded simultaneous video modeling. Education and
Treatment of Children, 33 (3).
http://muse.jhu.edu/journals/education_and_treatment_of_children/summary/v033/33.3.blumdimaya.html
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Why I use Gamification
• Gives second, and third and fourth chances.
• Provides Instant feedback
• Progress is visible
• Gives students Voice and Choice
• Embraces failure, and emphasises practice.
• Develops Problem Solving
• Forces students to read instructions
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How I use it in my classroom:
• Through the Moodle platform, students in Math
are using a game-based model for learning:
• When a new unit is introduced, students have
the option to select one of two “paths” to
learning the content. Both paths allow students
to work through the same curriculum outcomes,
but at different instructional levels which offers
a personalized learning opportunity. Students
are very aware of their own skill levels with
math and will usually select the correct path;
but in a couple of cases, I will select a path for
students.
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I currently use Classcraft for my
9ELA
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Types of Gamification
Points
•
•
•
•
Give small awards for everything
Have either rewards or badges
Easiest to begin with
Example: Class dojo
RPG
• Give the year a storyline
• Have each new topic an event that impacts the
story
• Has Challenges or Quests
• Most work for the teacher
• Example: Paul Andersen
Groups
•
•
•
•
Gives the students teams
Makes organizing groups easier.
Easy for teachers
Example: Classcraft
Penny Arcade’s Extra Credits
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Points/Badges
• Students earn points (experience points)
• These points are used to level up
• Higher levels develops skills and bonuses
• Students get points for helping others, or
teammates.
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Some examples
• From Shannon Sirois: Leask Community
School, Prairie Spirit
• ..\Downloads\shannon Points based
assessment 2.doc
• ClassDojo - http://www.classdojo.com/about
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RPG Style Gamification
• The whole unit or year has a story behind it.
• Every assignment is related to the story
• Points, achievements and goals are still needed
• Gives students built in options on paths.
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Bozeman Science – Biohazard 5
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Mathmetia - My Classroom
• Has a narrative
• Lessons are recorded
• Students can re-watch and relearn concepts
• Multiple attempts are never punished
• Still have standardized testing
• All the material is from conventional sources
• They have in game currency and rewards
• Self Paced – Demands mastery
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Group Based Gamification
• Same groups all year
• Points go towards group skills
• Inter class competition, but no one is ever alone
• Team work
• Takes about 1-2 minutes at the beginning of
each class
• Makes monitoring learning behaviours easier
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Classcraft
• http://www.classcraft.com/en/#
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Already existing Games
• Learn Algebra – Algebra Fun
• Flashcards
• MathDJAlgebra Free
• Aurasma
• Whiteboard
• Grammar Jammers
• Science 360
• Green Screen
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How to easily Gamifiy Your Classroom
• Develop a points and rewards system.
• Do not penalise students for multiple attempts,
reward them for being brave enough to try
again.
• Give out badges
• Use free apps and games
• Encourage friendly competition
• Give out rewards based on accomplishment,
not necessarily ranking
• Give the students levels, with names
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here from quests
• Give them experience
points
Resources from:
• http://www.bozemanscience.com/about/
• http://www.youtube.com/watch?v=MuDLw1zIc9
4
• http://www.youtube.com/watch?v=zDZFcDGpL
4U
• http://www.ssec.si.edu/blog/gamification
• http://www.classdojo.com/
• http://www.classcraft.com/en/
• http://www.mrdaley.com/wordpress/2011/07/27/
education-levels-up-a-newbs-guide-togamifying-your-classroom/
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