ppt - 2012

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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

Mihály Csíkszentmihályi positve psychologist

Isabella Poggi, psychologist

Reflection

Set – Up

Third 3 month placement at OSU STEM Masters program

Hilliard Middle School: 8 th grade and 7 th 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 Scribe

Rewards

House Points

Six Cooperatively defined categories reward or detract House Points

Leadership Economy Advancement Family Culture Belief

Rewards:

House Points win House Cup (cookie / cupcake party)

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”

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