Wednesday, December 30, 2015

6 Factors of Classroom Gamification

http://ift.tt/1mpi4Tw 6 Factors of Classroom Gamification

TeachThought – Nellie Mitchell

I was 11 the year my summer camp director transformed the regular schedule, procedures, and lingo that we were used to—into the most memorable, enriching experience I had ever encountered at that point in my life.

I had no idea that he had ‘gamified’ the week; I just knew that it was the best summer ever. Instead of grouping us by numbers, we were named after the Greek alphabet. We competed daily against the other groups in volleyball, softball, kickball, and on the final night —a chariot and Olympic flame opened an epic Olympic Game contest at midnight.

The director, or ‘game master’ as we were inclined to call him, even made everyone reset the clocks and watches—so we never knew what the real time was, the entire schedule was set on some sort of crazy alternate schedule. Now I realize that it probably allowed him to sleep in and us to stay up later, but we were none the wiser.

Daily we played games, wrote skits, went swimming, and competed for cleanest cabins. We did all the regular stuff, but it was more fun because there were rules and boundaries and points and collaboration and competition and a clear, mutual understanding of goals and performance and criteria for success.

As a student, I got to learn more about the power of ‘gamifying’ something, and what effect it had on learners.

  • Gamification is about transforming the environment and regular activities into a kind of game. It is about creating a game out of things that are not normally thought of that way.
  • Gamification reinforces content, but also has the potential to profoundly impact classroom management.
  • Gamification is about collaboration and teamwork. Sometimes students are battling each other, and sometimes they are working together, but they are always learning!
  • Gamification is a long-term, consistent series of events that require quite a bit of prep work by the teacher, but has the potential to reinforce content and engage all learners in new ways.

Getting Started With Gamification

I have no doubt that the camp director spent hours analyzing the schedule, creating the concept, and modifying our basic procedures to meet the needs of the game. I hope he knows how worth it his effort was. That camp experience has been in the back of my mind ever since I started teaching middle school. I teach art and I’m always looking for ways to make it more relevant, current and enriching for every student, not just the gifted artists.

When the technology integration coach in my school district handed me a copy of The Multiplayer Classroom: Designing Coursework as a Game by Lee Sheldon, I was enthralled. The book was an easy read— cover to cover in just a few days. Lee Sheldon’s students are learning content through game play. College level coursework with students enrolled in a class devoted to designing video games.

In the book, Lee initiates game play in the syllabus. He analyzes how he made changes to the game through trial and error over the course of many semesters. Most of the ‘gaming’ was fantasy, special terminology used to jazz up regular coursework, with plenty of buy-in from students who were interested in gaming of all kinds, from athletic competition to board games to mobile, PC, and console-based video games.

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by MindMake via MindMake Blog

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