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Beyond Gamification - Tips for Busy Educators to Level Up Classroom Learning


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Tips, Tricks, and Tools to Help Busy Educators Create Game-Inspired Learning Experiences. Presented at the #PiedmontDLC

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Beyond Gamification - Tips for Busy Educators to Level Up Classroom Learning

  1. 1. Beyond Gamification Tips, Tricks, and Tools to Help Busy Educators Create Game-Inspired Learning Experiences
  2. 2. Lucas Gillispie Director of Academic and Digital Learning Surry County Schools @lucasgillispie
  3. 3. This session is also a game!
  4. 4. To Play: 1. Go to: 2. In the article about this session, on the front page, look for the link to your game board. 3. When you have completed a quest, put an X in the cell. 4. There are hints on some slides that connect to specific quests! 5. If you don’t have Twitter, use the backchannel:
  5. 5. Your Play Board
  6. 6. 19 @alicekeeler Shout Out!
  7. 7. 2
  8. 8. What is a game? 12
  9. 9. Common Elements of Games Goals Rules Artificial Barriers Voluntary Participation Feedback SystemStory Win-Loss Challenge InteractionCompetition Chance Conflict/Cooperation Fun 10
  10. 10. Jane McGonigal
  11. 11. Jane McGonigal Goals Rules Feedback Voluntary Participation
  12. 12. “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” - Salen and Zimmerman
  13. 13. “Games are engines for Engagement!”
  14. 14. Learning Spaces as Game Spaces
  15. 15. Games vs Gamification 14
  16. 16. The Application of Game- like Mechanics to Non-Game Situations 14
  17. 17. Basic Gamification Badges Leaderboards 14 Levels
  18. 18. It’s Not A Magic Pill 15 20 But It Is A Rabbit Hole!
  19. 19. Taking Learning Beyond Simple Gamification
  20. 20. What can we learn from good games?
  21. 21. Fortnite’s Perks
  22. 22. Fortnite’s Perks
  23. 23. Rewards and Feedback Provide feedback early and often. Rethink failure. If a student fails can they re-try? How can I help student-players gain a vision/desire for how to “win the class?” Questions to help: Is progress toward goals visible/tangible? Do rewards impact the experience?16
  24. 24. Be Careful With Rewards…
  25. 25. Story Elements and Role-play Identify your learning goals in the context of a real/fictional story world. If this lesson/unit were a movie or fictional novel, what would it involve? Plot? Theme? What roles will/can my learners play? How can I guide and move the story forward? Questions to help: 23
  26. 26. Of course…
  27. 27. Chance and Uncertainty Incorporate elements of uncertainty, novelty, mystery, and surprise into the lesson/unit. What aspects of the lesson are non-negotiable? What aspects can be randomized? What actions will trigger chance events? Questions to help: Are there opportunities for elements that are simply fun or silly? 29
  28. 28. Choice and Pathways Design in such a way that learners have multiple pathways that lead to the same learning outcomes. How can I design the lesson in such a way that learners can customize their own experience? Does the experience have to be the same for every learner? Questions to help: Can I incorporate bonus/side options for learners who wish to go deeper?
  29. 29. Technology Not Required!
  30. 30. But it can help!
  31. 31. Here Are Some Tools! 22
  32. 32. Google Apps!
  33. 33. Badging Tools
  34. 34. Classroom Tools
  35. 35. Productivity/Apps
  36. 36. …and a not-so-techy tool. 11
  37. 37. …sometimes, we need excuses to be silly. 28 Clown-ification!?! (The Twitter Bomb!)
  38. 38. A Great Example…
  39. 39. Paul Darvasi (@pauldarvasi) English Teacher in Toronto, Canada Created The Ward Game based on Kasey’s One Flew Over The Cuckoo’s Nest “I saw an incredible level of engagement. Some of my students became obsessed by the game.” 18
  40. 40. Let’s Watch The Video!
  41. 41. Start Small! Capitalize on your passion! Leverage your students! Experiment and iterate! Re-think assessment, grades, and failure. Have fun!!! TIPS
  42. 42. Other Books to Read
  43. 43. Questions/Comments/Push- Back?