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David Mullich
@David_Mullich
davidmullich.wordpress.com
Hack The Classroom
Loyola Marymount University
September 28, 2013
About Me
Gamification
The use of game design techniques in non-game
activities (e.g., work, exercise, education, etc.) to
improve e...
Examples of Gamification
The Core Drives of Gamification
 Meaning
 Empowerment
 Social Influence
 Unpredictability
 Avoidance
 Scarcity
 Own...
Epic Meaning and Calling
 Fill the room with visuals that focus on the primary subject or
provide inspiration and encoura...
Empowerment and Creativity
 Create an ala carte menu of course projects and
assignments
 Reward success by unlocking a m...
Social Influence
 Collaborate with others to achieve goals
 Engage students in competitions
 Use project-based learning...
More on Teams
 Form Mixed Ability Groups
Age / Major / Achievement / Diversity
 Help Groups Bond into Teams
Create a Tea...
Curiosity and Unpredictability
 Tease or preview the content without
giving the whole story
 Give out assignments by lot...
Loss and Avoidance
 Trophies Given To New Winner
 Lost Progress
 Lose Turn / Grounded
 Sunk Cost Tragedy
 Scarlet Let...
Scarcity and Impatience
 Give a reward to the first 5 students who complete an assignment
 Create a “Rewards Card” with ...
Ownership and Possession
 Build Items from Scratch
 Complete Collection Sets
 Recruit Other Students to their Project
...
Development and Accomplishment
 Add a progress bar to online tests
 Break large assignments into smaller
deliverables th...
Badges For Your
Classroom
Pick Some Targets
 Specific Targets
 Random Targets
 Extraordinary Targets
Create Badges
 Ma...
Youtopia.com
 Classroom management site to help
gamify your classroom
 Activities, badges, points, and
leadership boards...
Edmodo.com
 Social networking site for classrooms
 Put students into groups in which they can socialize
with each other
...
Play.annenberginnovationlab.
org
 Create canvases for self-expression and
learning
 Circulate content to encourage share...
Final Points
 Mentoring is at the heart of gamification
 Emphasize skills and knowledge over information
 Design with i...
Thank You!
Session Survey
http://goo.gl/nNkJ9b
My Newsletter
http://bit.ly/1agkGrj
David Mullich
@David_Mullich
davidmulli...
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Gamification of the Classroom

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A Powerpoint Presentation accompanying a talk I gave at Hack The Classroom, Loyola Marymount University, September 28, 2013.

Published in: Education, Technology
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Gamification of the Classroom

  1. 1. David Mullich @David_Mullich davidmullich.wordpress.com Hack The Classroom Loyola Marymount University September 28, 2013
  2. 2. About Me
  3. 3. Gamification The use of game design techniques in non-game activities (e.g., work, exercise, education, etc.) to improve engagement, participation, and learning.
  4. 4. Examples of Gamification
  5. 5. The Core Drives of Gamification  Meaning  Empowerment  Social Influence  Unpredictability  Avoidance  Scarcity  Ownership  Accomplishment WHITE HAT BLACK HAT LEFT BRAIN RIGHT BRAIN Yu-Kai Chou
  6. 6. Epic Meaning and Calling  Fill the room with visuals that focus on the primary subject or provide inspiration and encouragement  Create a Student Hall of Fame  Provide real-life examples  Give students quests or challenges instead of assignments  Allow for early successes or award “free” extra credit in ways that make students feel special  Participate in projects that assist a charity  Create a subject-themed “Wikipedia” that is maintained across many classes Use the narrative effect of storytelling and motivate students by making them feel engaged in something bigger than themselves.
  7. 7. Empowerment and Creativity  Create an ala carte menu of course projects and assignments  Reward success by unlocking a more difficult challenge  Reward risk-taking, creativity, experimentation and creativity  Give students the tools to design and build what you hadn’t thought of  Turn your classroom into an Etch-A-Sketch  Make your classroom interactive Make objectives clear, and offer students multiple ways to accomplish them. Allow kids to be creators of their own knowledge, with the teacher becoming an assistant to the child’s learning journey.
  8. 8. Social Influence  Collaborate with others to achieve goals  Engage students in competitions  Use project-based learning where students design the entire process from brainstorming to publishing.  Put students works on public display  Create assignments designed to go viral  Have ahead of pace students mentor below pace ones Use both collaboration and competition between students, encouraging teamwork and preparing them for real-life situations.
  9. 9. More on Teams  Form Mixed Ability Groups Age / Major / Achievement / Diversity  Help Groups Bond into Teams Create a Team Flag / Build Trust / Listen and Participate  Tinker with Struggling Groups Ask If They Need Help / Teach Active Listening  Instill Competitive Unity Earn Bonus Points For Unity / Create A Reason to Win Students can participate in teams to enhance learning, Healthy teams challenge each other, spurring each other on to deeper learning.
  10. 10. Curiosity and Unpredictability  Tease or preview the content without giving the whole story  Give out assignments by lottery  Give out unexpected rewards  Use humor and suspense Introduce an element of chance into the curriculum. As the instructor, you are in charge of this designed experience and chance doesn’t have to be random.
  11. 11. Loss and Avoidance  Trophies Given To New Winner  Lost Progress  Lose Turn / Grounded  Sunk Cost Tragedy  Scarlet Letter / Dunce Cap  Guilting  Coupons with Expiration Dates Students must work to avoid losing something they have gained or an unpleasant result. This “Black Hat” technique must be done with humor or in a game context so that it is not demoralizing or humiliating.
  12. 12. Scarcity and Impatience  Give a reward to the first 5 students who complete an assignment  Create a “Rewards Card” with special privileges given to students who have earned a required amount of points  Students must make appointments or check in at fixed intervals to receive new challenges, missions or announcements  Students must wait a minimum amount of time before they can try a challenge or assignment again  Create a sense of urgency or immediacy in completing an assignment  Tackle challenges in a limited amount of time These techniques emphasize the human desire to strive and compete for things that seem unavailable in quantity.
  13. 13. Ownership and Possession  Build Items from Scratch  Complete Collection Sets  Recruit Other Students to their Project  “Purchase” Items to Customize Their Workspace  Create Their Own Avatars that Appear on Class Bulletin Boards Give students malleable learning tools and resources that they can customize, or “upgrade” to fit their approach to learning.
  14. 14. Development and Accomplishment  Add a progress bar to online tests  Break large assignments into smaller deliverables that can be mastered  Turn grades into achievements  Award experience points, badges and even titles to recognize achievement  “Level up” to unlock content  Post a leaderboard of high achievers Design learning experiences so that students see visible progress on a daily basis.
  15. 15. Badges For Your Classroom Pick Some Targets  Specific Targets  Random Targets  Extraordinary Targets Create Badges  Make Them Yourself  Use Stickers  classbadges.com
  16. 16. Youtopia.com  Classroom management site to help gamify your classroom  Activities, badges, points, and leadership boards to motivate and engage students  Pre-built templates for customizable lessons  Free for teachers with up to 50 students
  17. 17. Edmodo.com  Social networking site for classrooms  Put students into groups in which they can socialize with each other  Post questions to the group during specific hours  Post interesting articles or video clips and have students respond by posting comments  Post quizzes and award the top score a badge  Create a scavenger hunt by having students complete tasks (send a post, reply to a poll, collect polls, find images)  Sign up for free
  18. 18. Play.annenberginnovationlab. org  Create canvases for self-expression and learning  Circulate content to encourage shared knowledge networks  Connect with other learners of shared interests  Collaborate to foster co-learning and collective intelligence  Sign up now to become a beta tester
  19. 19. Final Points  Mentoring is at the heart of gamification  Emphasize skills and knowledge over information  Design with iteration in mind: one skill builds on the next, and students need it all to succeed  Call upon students to perform their way to competence  Create a plan for constant and frequent feedback  Make space work in your favor  Gamification is not a quick fix  Adding gamification elements can be fun!
  20. 20. Thank You! Session Survey http://goo.gl/nNkJ9b My Newsletter http://bit.ly/1agkGrj David Mullich @David_Mullich davidmullich.wordpress.com

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