Week 8 Reflections.97
by Aleta May for Gamification and Open Learning, EDET 679
This week I focused on the essential question from the perspective of my variety of roles at my school. I am a special education teacher, site test coordinator, and will soon be setting up and possibly helping with a System 44 Rotation Station style reading program. Also, my principal wants me to tap into technology in a way that motivates dedicated students at school. He recently shared with me that if we focus on the students who want to learn, our scores will go up significantly. I add to this thought that by hooking some students, others will want to cooperate in their classes so they can try out a variety of ways of learning through technology. Now ideally, I could coach teachers to gamify classrooms, but if I follow the principal’s plan, I believe I can add in more incentives through the many Learning and Game Mechanics available.
I learned so much from my own research, and replicated a chart that guides serious gaming—defined as gamification of a classroom for the purpose of student-centered learning. In my overview of Matera’s “Theme, Setting, Characters, and Action,” I applied two books to each of these. This helped me think through how using the narrative approach is a way to outline a constructivist approach to student learning and teacher facilitation.
After reading Gerald’s post, I opened and bookmarked the links he had found from an article. I may use any of these for my final project, and I am ready to explore more in depth for a project now.
These are responses I made to blog posts:
I agree that there are so many possible game mechanics! On my WordPress, I published a link where I retyped the chart they had, since it would not allow me to drag it over to upload. The left column is Learning Mechanics and the right column is Game Mechanics. This visual helped me see a division for designing serious games (games created for learning). The chart is only a guide as direct connections from one side to another are not well researched out. I think your ideas are great–and the best way to find out is to test them out. It will be engaging, and their feedback will help them think about what they have learned while also helping you know the students you serve for the next design.
I just read a book with a struggling reader about living underwater. I think gaming scenes for this would be fun. Here is a website for using gaming, video clips, and quizzes for underwater settings: http://www.neok12.com/Marine-Animals.htm
Maybe students need to try to picture setting ideas in their minds before going to premade sites. I wonder what gaming platform we could use to help students build a setting. I know about MineCraft, but there must be others. I wonder if using pictures taken from books, or places around town, or sent to students from family could be incorporated into a storify app: https://storify.com
The first thing that came to my mind after I watched your video clip, was continental drift, then ‘cause and effect,’ That is one mighty acorn! A whole science these could be built around Scrat.
I really like the way you brought out our human need for a focus that allows us to “orient information and make dynamic connections.” As a multilevel teacher in the recent past, it has always made sense to me that thematically teaching is the best way to set up a student-centered environment, because we can easily adjust levels. For example, within a thematic orientation, poetry is available all levels of reading and thought.
I visited the Legacy Project site you posted: http://www.legacyproject.org/guides/dreamtheme.html
Having a school-wide theme brings a sense of community too.
Next, I watched a video that was embedded within this site:
Some topics that she addressed, are metaphors and asking the question, “what are dreams made of or what is in a dream?”
Life has IF in it. What is the metaphor for your life?
A quest; a mission; a mystery; a maze; a game; . . . or a Dream.
Dreams have. . .
Goals, purpose, direction, meaning, choices, future, control, hope, pleasure and the self. – Susan V. Bosak.
I like the form I found too called the “Dream Reading List” because it provides space for students to thin about the extensive choices for reading: My favorite topic, historical hero, interesting places, exciting adventures, how it works, careers, sports, nature/animals, other cultures/countries, making a difference, just for fun, and not my usual reading—but I’ll try it. (http://www.legacyproject.org/activities/readinglist.pdf)
The reason this thought provoking form list strikes me as something great, is that students have a choice. The one thing I have wondered when we set up a gamification class is how to set up a theme that is for everyone—we really cannot. For older students, we can mainly set up what they need to learn according to the standards for that content, then make it as fun and interesting as possible.
What a great way to teach Interviewing skills! “Quest for Knowledge of Another” through Classcraft is such a fun way to make an interesting topic even more creative! Are the conversation blogs set up within Classcraft? If not, where are they set up?
I would really like to see your major quest! Also, I’d like to see your optional side quests for your next unit when you set them up. This is so much more than what has traditionally been termed “extra credit assignments!” Students want more, you saw that during this first unit, and you are providing this.
If I could have a view-only access to your Classcraft units, I would really learn more specifically how this looks.
Google sheets for setting up a leaderboard is something I read in Matera, but since the different facets of using Google for the classroom are new to me, I am glad you wrote that in your experience with using this—it would help you have a leaderboard “platform.” How would components like badges and points be displayed in Google Sheets? Also, it seems like group badges and points for public view would be best, so students are not exposed for having fewer badges (punished by rewards).
I went to the pdf link you posted: http://openingpaths.org/blog/wp-content/uploads/2016/10/Gamification-Players-Sheet.pdf
Thank you for sharing this, because it really clears up for me what you were describing.
I visited the link you placed in your references The Ultimate Guide to amifying Your Classroom.
Liz Kolb suggests that I use gamification software such as GradeCraft, 3DGameLab, Classcraft, and The Virtual Locker.
So I went through and did a quick view of each of the software systems and bookmarked them. With a Quick overview of each I found very valuable links. This answers a lot of my questions about how do I set up a gamified classroom without a specific platform? It is a combination of ways; and I am beginning to think it is just a way to get around the teacher-centered classroom and limited textbook only method.
I briefly visited this site and it asks “What is Gameful?” Then Earn Up; Increased Autonomy; Freedom to Fail; and Tangible Progress.
3D Game Lab: http://rezzly.com took me to “over 20,000 quests” (showing a Coastal Manager: Saving the Coho Salmon. Great use of iPads!
Our group Classcraft presentation from class was excellent; so I want to try this out now too!
The Virtual Locker: https://thevirtuallocker.com looks like a class management system for gaming.