Exploring Gamification Techniques for Classroom Management

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Presentation from Games, Learning, and Society 2013 conference. Full paper at Preprint of Nicholson, S. (2013, June). Exploring Gamification Techniques for Classroom Management. Paper Presented at Games+Learning+Society 9.0, Madison, WI. http://nicholson.com/pubs/gamificationtechniquesclassroom.pdf

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Exploring Gamification Techniques for Classroom Management

  1. 1. Exploring Gamification Techniquesfor Classroom ManagementScott NicholsonAssociate ProfessorSyracuse University School ofInformation Studieshttp://becauseplaymatters.com
  2. 2. “Good morning. Welcome to the firstclass of the semester. Everyone in thisclass is going to receive an F.”
  3. 3. http://www.dndclassics.com/product/110274/D%26D-Basic-Set-Rulebook-(Basic)
  4. 4. http://bookriot.com/wp-content/uploads/2013/05/forking-paths.jpg
  5. 5. http://www.geekalerts.com/u/Nintendo-The-Legend-of-Zelda-Skyward-Sword-Link-Figma-Action-Figure.jpghttp://feliciaday.com/wp-content/uploads/guild_3501.jpg
  6. 6. http://www.abc.net.au/tv/goodgame/img/m1796850.jpghttps://apps.facebook.com/avengersalliance
  7. 7. http://www.ummoss.org/tale.jpg
  8. 8. Class #1: MeaningfulGamification• Split Level• Online• Elective• Interested students• Game topicClass #2: InformationReporting & Presentation• Undergraduate• Face-to-Face• Requirement• Non-game topic
  9. 9. Class #1: MeaningfulGamification• Leveling System• Choice of Assignments• Narrative Layer• Unknown Future• Avatars• Leaderboard• Some unknown rewardsClass #2: InformationReporting & Presentation• Leveling System• Choice of Assignments• Narrative Layer• Known Future• Mystery Achievements
  10. 10. Meaningful Gamification
  11. 11. Master Plan• First 6 Weeks– BLAP gamification– Gamification by Design• The Big Decision– Keep Going or Start Over?• Meaningful Gamification– Reality is Broken
  12. 12. The Big Decision – Red or Blue?
  13. 13. Major components• Reflection and plans for the future(Autonomy)• Rat Packs (Relatedness)• The Ratskeller (Competency)• The Escape into The Big Dark Place
  14. 14. Information Reporting andPresentation• Required activities = C• Optional activities -> A or B• Re-do opportunities• Student-created Narrative• Good class performance = achievement ring
  15. 15. Level-based Grading System• Very confusing to some non-gamers• Advising requests at halfway point• Difficult to conceptualize current grade• Vote at half-way point, 75% wanted to change• Starting at 0 = superficial change from traditionalsystems
  16. 16. “Iwoul
  17. 17. http://www.volacci.com/files/imce-uploads/fish-in-fishing-nets-vector.jpg
  18. 18. Conclusions• Game layers can confuse non-gamers• Create systems that support weaker students– Learning agreements still allow choice– Group support– Failure-safe space• Student-created narratives• Weigh overhead vs. benefits– Non-traditional grading systems– Achievements, Badges, Extras– Redo time, both in-class and grading
  19. 19. To learn more…http://becauseplaymatters.com/pubs

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