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Gamification of Learning
A look at gamificationthroughoutthe Edu. 210
course
By Megan MacPherson
My Experience
My experience has not been a good one. After I read
the gamification resources, I became hopeful again. I
liked how the whole point is to make learning fun.
The shift in my understanding that the point is to
learn, not to just win. That they are a team: winning
is learning and learning is winning.
I still have a hard time figuring out how to fit it into
my future classrooms because I feel like the
gamification process would have to be specific to the
different curriculums but I am excited to fit it into my
classrooms.
What I have learned about
gamification
I have known for along while that when someone is
interested in what they are doing, they learn more
but I never thought about games as educational
tools before
Throughout this class, we have been shown different
variety of gamification methods
I agreed with the Maslow-Pink collaborative
interpretation of the what makes gamification
a good technique in today’s schools
Now that our basic needs are met,
We can start to divide the needs, at the top of
Maslow’s pyramid, in three
groups: autonomy, mastery and purpose.
What I liked and disliked about
the gamification in Edu. 210
I did not like the gamification portion of
Edu. 210. I felt that it destracted from
the lesson being taught, it detracted
from the information, and undermined
the desired lesson.
My Rationale or my Dislike
I found this game, as a person who typically
attends and actively participates in class,
insulting. The points were given for what I
think is a natural part of class: to show up and
participate.
I do not think that students who are becoming
teachers should need prizes to answer questions
and found that when I was going to answer a
question, it was not worth the hassle of finding my
card to get the points. This means that the EdTech
Odyssey Game stopped me from participating in
class. Michael Wu said in his blog, Gamification 101:
The Psychology of Motivation, that points can
become a detraction from the lesson, which in my
case, it did,
Also I have always found that by offering a
replacement project as a reward for points
shows that the project that can be replaced is
unimportant. To be able to opt out of an
assignment means that the assignment does
not carry with it necessary information for
everyone; therefore, is not important. The
information I am receiving through this
assignment is not so important that everyone
needs to know it.
How Gamificiation will impact me as
a teacher
This is a great tool for classrooms when used
properly.
For use in my future classrooms I will do couple of
things differently.
1. Ask what prizes the student would want to
receive in lieu of desired behaviour.
2. Look at the interests of the students in my class
and try to integrate them into the game.
3. Set up a game that allows for different people to
progress at different paces, so that they learn at
the pace that they are most successful
The End
Thanks for looking through my
slideshow on gamification.
Hope you enjoyed it.

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Module 12 powerpoint

  • 1. Gamification of Learning A look at gamificationthroughoutthe Edu. 210 course By Megan MacPherson
  • 2. My Experience My experience has not been a good one. After I read the gamification resources, I became hopeful again. I liked how the whole point is to make learning fun. The shift in my understanding that the point is to learn, not to just win. That they are a team: winning is learning and learning is winning. I still have a hard time figuring out how to fit it into my future classrooms because I feel like the gamification process would have to be specific to the different curriculums but I am excited to fit it into my classrooms.
  • 3. What I have learned about gamification I have known for along while that when someone is interested in what they are doing, they learn more but I never thought about games as educational tools before Throughout this class, we have been shown different variety of gamification methods I agreed with the Maslow-Pink collaborative interpretation of the what makes gamification a good technique in today’s schools Now that our basic needs are met, We can start to divide the needs, at the top of Maslow’s pyramid, in three groups: autonomy, mastery and purpose.
  • 4. What I liked and disliked about the gamification in Edu. 210 I did not like the gamification portion of Edu. 210. I felt that it destracted from the lesson being taught, it detracted from the information, and undermined the desired lesson.
  • 5. My Rationale or my Dislike I found this game, as a person who typically attends and actively participates in class, insulting. The points were given for what I think is a natural part of class: to show up and participate. I do not think that students who are becoming teachers should need prizes to answer questions and found that when I was going to answer a question, it was not worth the hassle of finding my card to get the points. This means that the EdTech Odyssey Game stopped me from participating in class. Michael Wu said in his blog, Gamification 101: The Psychology of Motivation, that points can become a detraction from the lesson, which in my case, it did, Also I have always found that by offering a replacement project as a reward for points shows that the project that can be replaced is unimportant. To be able to opt out of an assignment means that the assignment does not carry with it necessary information for everyone; therefore, is not important. The information I am receiving through this assignment is not so important that everyone needs to know it.
  • 6. How Gamificiation will impact me as a teacher This is a great tool for classrooms when used properly. For use in my future classrooms I will do couple of things differently. 1. Ask what prizes the student would want to receive in lieu of desired behaviour. 2. Look at the interests of the students in my class and try to integrate them into the game. 3. Set up a game that allows for different people to progress at different paces, so that they learn at the pace that they are most successful
  • 7. The End Thanks for looking through my slideshow on gamification. Hope you enjoyed it.

Editor's Notes

  1. Wu, M. (2011, March 1, 2011). Gamification 101: The psychology of Motivation. Science of Social Blog, [web log] Retrieved from: http://community.lithium.com/t5/Science-of-Social-blog/Gamification-101-The-Psychology-of-Motivation/ba-p/21864. I found this game, as a person who typically attends and actively participates in class, insulting. The points were given for what I think is a natural part of class: to show up and participate. I do not think that students who are becoming teachers should need prizes to answer questions and found that when I was going to answer a question, it was not worth the hassle of finding my card to get the points. This means that the EdTech Odyssey Game stopped me from participating in class. Michael Wu said in his blog, Gamification 101: The Psychology of Motivation, that points can become a detraction which in my case, it did, Also I have always found that by offering a replacement project as a reward for points shows that the project that can be replaced is unimportant. To be able to opt out of an assignment means that the assignment does not carry with it necessary information for everyone; therefore, is not important. The information I am receiving through this assignment is not so important that everyone needs to know it.