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Building Heroes
By Anthony Copeland
Renaissance College Hong Kong
@Edutect
This PowerPoint will be made
available to you after the
workshop
You’ll need access to your laptop and
an internet connection to take part.
A little bit about me…
‘Higher performance on
practical assignments’
(Dominguez, Saenz-de-
Navarrete et. al., 2013)
‘Enhances learning motivation’
(Dominguez, Saenz-de-
Navarrete, et. al., 2013; Garris,
Ahlers, & Driskell, 2002)
‘Supports attitude change’
(Hays, 2005)
‘Encourages
collaboration’
(Schafer et al.,
2013)
‘Promotes learner
engagement’
(Giannetto, Chao, &
Fontana, 2013; Mitchell &
Savill-Smith, 2005)
‘That looks like fun!’
(Copeland, 2014)
Why Gamification?
Gamification is…
…not just playing games in class
…not just giving points and badges
…not just about ranking systems
These are just features of a bigger idea…
Gamification is the use of game mechanics to
enhance non-game contexts.
What is Gamification?
There is some objective other than success in the
game. Success in the game, translates to success
in a context outside of the game.
What do we mean by ‘non-
game contexts’?
Today we’ll discuss three key
game mechanics that can be
used to ‘gamify’ our lessons…
1) Multiple Paths to Achievement
2) Safe Failures
3) A Positive and Consistent
Feedback Mechanism
1) MULTIPLE PATHS TO ACHIEVEMENT
Learners choose how to evidence knowledge and
understanding.
Planning Multiple Paths to
Achievement
THREE TYPES OF QUEST
Core Quests
- Move you towards new learning objectives.
- Core quests of a Learning Objective must be completed before the core quests of the next
learning objective are made available
THREE TYPES OF QUEST
Side Quests
• Extra opportunities to display mastery
• Useful for revision, extra practice or extension into an interest.
THREE TYPES OF QUEST
Bonus Quests
• Only reached by some students – often have an expiry date
• Often challenge students to use higher thinking skills (’Parts, People
and interactions’) or to take roles of responsibility (’Teach the Class’)
Today’s Quests…
3DGameLab
Laptop Use
LG
NO
LO
Start: Sign up to 3DGameLab
url: http://portal.3dgamelab.org
Course code: 7GSLLU
Option LG
Sign up to Popplet and attempt to create a multipath
lesson for three learning objectives
Option LO
How else could multiple paths to achievement be
integrated into the classroom? Observe the other
platforms recorded by previous course members and
add to existing entries or add new entries freely.
Option NO
How can multiple paths to achievement be structured in
the no-tech or low-tech learning environment?
2) SAFE FAILURES
Allow students to practice the assignment instruments we
measure them by before making them high stakes.
KEEP TRYING ‘TILL YOU GET IT RIGHT
Option LG
What safe failures does your course offer? Which do you
see working well with 3DGL?
Option LO
Reflect on safe failures in your classroom and identify ways
in which these could be adapted to the platforms you
discussed in ‘1.LO Adapting Other Platforms for Multiple
Paths’
Option NO
How can/do you structure safe failures in the no-tech
environment?
Students start at ‘0’ and only gain points for success.
3) A Positive and Consistent
Feedback Mechanism.
Shift to focus on team points – support
within groups encouraged.
My ‘live points tracker’ of choice… Which then feeds into…
A feedback mechanism for holistic
development
‘Google Expert’ ‘MYP Learner’ ‘Digital Citizen’
A feedback mechanism for skill
development
LOSSLESS LEARNING
Option LG
What skills, badges and rewards do you or could you use
in your gamified classroom?
Option LO
What platforms could you use to achieve a focus on
achievement over grade?
Option NO
How could you focus on achievement over grade in the
no-tech / low-tech classroom?
‘Coasting’?
Hard working
An interesting metric…
% of Average XP obtained as a metric for
effort?
TERM 2 DATA ANALYSIS
With a lengthy unit of 3DGameLab behind
us, we were in a position to analyze the
impact of XP on attainment…
0
1000
2000
3000
4000
5000
6000
0 1 2 3 4 5 6 7 8
TotalXPGainedinUnit2
Unit 2 Grade
TOTAL XP GAINED IN UNIT 2 VERSES TEST GRADE IN UNIT 2
0
1000
2000
3000
4000
5000
6000
-3 -2 -1 0 1 2 3 4
TotalXPGainedinUnit2
Change in Test Grade
TOTAL XP GAINED IN UNIT 2 VERSES CHANGE IN TEST GRADE FROM
UNIT 1 TO UNIT 2
A few words on engagement….
The Next Step…
With students successfully motivated through
a self-paced system, the next step is to
incorporate maker-centered thinking routines
and build time for a culminating project in the
unit.
Insights;
• ‘Tree’s are part of the respiratory system as
they create the oxygen’
• ‘Farmers and farms are part of the digestive
system’
Misconceptions;
• The heart ‘makes blood’
• Farmers are responsible for planting all the
tree’s.
• At age 12-13, my students really struggled with thinking about ‘Systems’,
despite this term underpinning the global contexts of the MYP
curriculum. Clearly something is in need of change here.
• For many of the structures introduced in this course, a group of students
can arrive at much more insightful conclusions than students thinking
alone.
• The smallest insights into the parts, purposes and complexities of
everyday items can be fascinating to students (Take apart labs)
KEY INSIGHTS
Questions?
Thank You

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21CLHK9 - Building Heroes

  • 1. Building Heroes By Anthony Copeland Renaissance College Hong Kong @Edutect This PowerPoint will be made available to you after the workshop You’ll need access to your laptop and an internet connection to take part.
  • 2. A little bit about me…
  • 3. ‘Higher performance on practical assignments’ (Dominguez, Saenz-de- Navarrete et. al., 2013) ‘Enhances learning motivation’ (Dominguez, Saenz-de- Navarrete, et. al., 2013; Garris, Ahlers, & Driskell, 2002) ‘Supports attitude change’ (Hays, 2005) ‘Encourages collaboration’ (Schafer et al., 2013) ‘Promotes learner engagement’ (Giannetto, Chao, & Fontana, 2013; Mitchell & Savill-Smith, 2005) ‘That looks like fun!’ (Copeland, 2014) Why Gamification?
  • 4. Gamification is… …not just playing games in class …not just giving points and badges …not just about ranking systems These are just features of a bigger idea… Gamification is the use of game mechanics to enhance non-game contexts. What is Gamification?
  • 5. There is some objective other than success in the game. Success in the game, translates to success in a context outside of the game. What do we mean by ‘non- game contexts’?
  • 6. Today we’ll discuss three key game mechanics that can be used to ‘gamify’ our lessons…
  • 7. 1) Multiple Paths to Achievement
  • 9. 3) A Positive and Consistent Feedback Mechanism
  • 10. 1) MULTIPLE PATHS TO ACHIEVEMENT Learners choose how to evidence knowledge and understanding.
  • 11. Planning Multiple Paths to Achievement
  • 12. THREE TYPES OF QUEST Core Quests - Move you towards new learning objectives. - Core quests of a Learning Objective must be completed before the core quests of the next learning objective are made available
  • 13. THREE TYPES OF QUEST Side Quests • Extra opportunities to display mastery • Useful for revision, extra practice or extension into an interest.
  • 14. THREE TYPES OF QUEST Bonus Quests • Only reached by some students – often have an expiry date • Often challenge students to use higher thinking skills (’Parts, People and interactions’) or to take roles of responsibility (’Teach the Class’)
  • 17. Start: Sign up to 3DGameLab url: http://portal.3dgamelab.org Course code: 7GSLLU
  • 18. Option LG Sign up to Popplet and attempt to create a multipath lesson for three learning objectives Option LO How else could multiple paths to achievement be integrated into the classroom? Observe the other platforms recorded by previous course members and add to existing entries or add new entries freely. Option NO How can multiple paths to achievement be structured in the no-tech or low-tech learning environment?
  • 19. 2) SAFE FAILURES Allow students to practice the assignment instruments we measure them by before making them high stakes.
  • 20. KEEP TRYING ‘TILL YOU GET IT RIGHT
  • 21. Option LG What safe failures does your course offer? Which do you see working well with 3DGL? Option LO Reflect on safe failures in your classroom and identify ways in which these could be adapted to the platforms you discussed in ‘1.LO Adapting Other Platforms for Multiple Paths’ Option NO How can/do you structure safe failures in the no-tech environment?
  • 22. Students start at ‘0’ and only gain points for success. 3) A Positive and Consistent Feedback Mechanism.
  • 23. Shift to focus on team points – support within groups encouraged.
  • 24. My ‘live points tracker’ of choice… Which then feeds into… A feedback mechanism for holistic development
  • 25. ‘Google Expert’ ‘MYP Learner’ ‘Digital Citizen’ A feedback mechanism for skill development
  • 27. Option LG What skills, badges and rewards do you or could you use in your gamified classroom? Option LO What platforms could you use to achieve a focus on achievement over grade? Option NO How could you focus on achievement over grade in the no-tech / low-tech classroom?
  • 28. ‘Coasting’? Hard working An interesting metric… % of Average XP obtained as a metric for effort?
  • 29. TERM 2 DATA ANALYSIS With a lengthy unit of 3DGameLab behind us, we were in a position to analyze the impact of XP on attainment…
  • 30. 0 1000 2000 3000 4000 5000 6000 0 1 2 3 4 5 6 7 8 TotalXPGainedinUnit2 Unit 2 Grade TOTAL XP GAINED IN UNIT 2 VERSES TEST GRADE IN UNIT 2
  • 31. 0 1000 2000 3000 4000 5000 6000 -3 -2 -1 0 1 2 3 4 TotalXPGainedinUnit2 Change in Test Grade TOTAL XP GAINED IN UNIT 2 VERSES CHANGE IN TEST GRADE FROM UNIT 1 TO UNIT 2
  • 32. A few words on engagement….
  • 33. The Next Step… With students successfully motivated through a self-paced system, the next step is to incorporate maker-centered thinking routines and build time for a culminating project in the unit.
  • 34. Insights; • ‘Tree’s are part of the respiratory system as they create the oxygen’ • ‘Farmers and farms are part of the digestive system’ Misconceptions; • The heart ‘makes blood’ • Farmers are responsible for planting all the tree’s.
  • 35.
  • 36.
  • 37.
  • 38.
  • 39. • At age 12-13, my students really struggled with thinking about ‘Systems’, despite this term underpinning the global contexts of the MYP curriculum. Clearly something is in need of change here. • For many of the structures introduced in this course, a group of students can arrive at much more insightful conclusions than students thinking alone. • The smallest insights into the parts, purposes and complexities of everyday items can be fascinating to students (Take apart labs) KEY INSIGHTS
  • 40.

Editor's Notes

  1. -
  2. Core Quest will move you towards new learning objectives. For example, if you are on quests 2.1, 2.2, 2.3 etc, you will only access the 3.1, 3.2, 3.3 etc quests if you complete the Core Quests for objective 2.
  3. Side Quests are designed to offer extra opportunities to show that you have mastered the content.  You might be re-directed to Side Quests if you complete a Topic Test and don't perform very well in one or more learning objectives.
  4. Bonus Quests are all given the same star icon to make them easily identifiable. Bonus Quests are designed to be fun whilst also giving the opportunity to really use the unit content.
  5. LG – I will attempt to get you thinking about the mechanics of 3DGL and how it could be used in your classroom LO – I have not yet found a complete copy of 3DGL, but I will attempt to get you thinking about multiple platforms that achieve the three key components to gamification so that you can adapt these to work together NO – For those that teach in primarily non-tech or low-tech environments, I will attempt to get you thinking about tech-free structures for achieving the three key components
  6. Feedback with every submission. No loss of points for failing – fresh start every time work is returned.
  7. Students receive the 3DGL badge for 10 points towards the same badge on Class Dojo
  8. Badges are earned when core quests for a specific learning objective are met. This offers the educator an at-a-glance view of which learning objectives the student has not successfully shown mastery for.