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Everyone has an F . . .


               unless . . .
          Monday, February 10, 2013
LTMS




                                    Harrisburg
                                    University

Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
                                    CAE&LT
@apetroski
apetroski.wikispaces.com
What is?


                            Why do it?



What are the results?



                        What does it look like?
Gamification
The use of game design techniques and
mechanics to solve problems and engage
audiences. Typically gamification applies to
non-game applications and processes.



*Wikipedia (http://en.wikipedia.org/wiki/Gamification)
MMORPG
Massively Multiplayer Online Role Playing Game
MMOG
Massively Multiplayer Online Game
MMORPG
                 12 million+
 Top business executives, high
 performers and entrepreneurs
 have all praised WoW for its
 ability to teach skills that can
 be easily and effortless
 transferred into the business
 market and any career or
 managerial and team role.
World of Warcraft

    Non-Educational            Educational
Fantasy Story           Planning
Battles                 Teamwork
Marketplace             Strategy

                        Use of Resources
                        Feedback
Multiplayer Classroom
                                    XP

                         Lands               Levels




              Raids                                   Avatar

                                  MMORPG
                                  Elements

              Crafting                                Guilds




                         Quests              Zones

                                   Roles
Why Change?
                        (General)


Multiplayer Classroom                  Classroom
  Student-centered                  Teacher-centered

   Immersive (Fun)                     Engaging
    Collaborative                    Conversational
Lots of opportunities           Failure is damaging
  Ongoing Feedback                  Limited Feedback
Why Change?
                        (Specific)


     LTMS 510                         LTMS 510 MPC
 Teacher-centered                    Student-centered

   Whole group                         Individualized
  Focus on topics               Focus on exploration
Step-by-step / linear                Connected topics
Reading / Discuss /                  Explore / Activity /
     Activity                             Discuss
MPC vs. Classroom
     What’s it look like?
Marked Tree High School (Biology)
 Before - December 2009, 62% of sophomores taking Biology were
  passing with a D or higher, 10% of whom had an A or B.
 After – December 2010, 98% of sophomores taking Biology were
  passing with a D or higher, 36% of whom had an A or B.
 End of quarter test 1 (9 weeks of questing)
   o 2009 – students were 29% proficient or higher on the exam
   o 2010 – 68% were proficient or advanced
 End of quarter test 2
   o 2009 – 31% proficient or advanced
   o 2010 – 81% proficient or advanced
 Advanced
   o 2009 – 3% of students scoring advanced
   o 2010 – 55% of students scoring advanced
Velencia College: United States History to 1877

 Increased engagement, but grades were only slightly
  stronger
 Students were more prepared for class
 Level chart gave students their status in the class.
  Previously, he believes most students didn’t know how
  they were performing in the class – even some who were
  passing choosing to withdrawal.
 81% did a “B” or better in preparation. Historically, that’s
  50%
Robert Louis Stevenson Middle School: General Math

 Increased engagement in all activities
 Less focus on the grade
 After multiplayer classroom, 30% of students who had a
  grade letter of C or below, had increased their grade to a
  B or higher
What is?


                            Why do it?



What are the results?



                        What does it look like?
Questions / Comments
LTMS




                                    Harrisburg
                                    University

Andy Petroski
Director of Learning Technologies
Assistant Professor of Learning
Technologies
Harrisburg University
                                    CAE&LT
@apetroski
apetroski.wikispaces.com
Everyone has an F . . .


               unless . . .
          Monday, February 10, 2013

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Creating the Multiplayer Classroom

  • 1. Everyone has an F . . . unless . . . Monday, February 10, 2013
  • 2. LTMS Harrisburg University Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University CAE&LT @apetroski apetroski.wikispaces.com
  • 3. What is? Why do it? What are the results? What does it look like?
  • 4. Gamification The use of game design techniques and mechanics to solve problems and engage audiences. Typically gamification applies to non-game applications and processes. *Wikipedia (http://en.wikipedia.org/wiki/Gamification)
  • 5. MMORPG Massively Multiplayer Online Role Playing Game MMOG Massively Multiplayer Online Game
  • 6. MMORPG 12 million+ Top business executives, high performers and entrepreneurs have all praised WoW for its ability to teach skills that can be easily and effortless transferred into the business market and any career or managerial and team role.
  • 7. World of Warcraft Non-Educational Educational Fantasy Story Planning Battles Teamwork Marketplace Strategy Use of Resources Feedback
  • 8. Multiplayer Classroom XP Lands Levels Raids Avatar MMORPG Elements Crafting Guilds Quests Zones Roles
  • 9. Why Change? (General) Multiplayer Classroom Classroom Student-centered Teacher-centered Immersive (Fun) Engaging Collaborative Conversational Lots of opportunities Failure is damaging Ongoing Feedback Limited Feedback
  • 10. Why Change? (Specific) LTMS 510 LTMS 510 MPC Teacher-centered Student-centered Whole group Individualized Focus on topics Focus on exploration Step-by-step / linear Connected topics Reading / Discuss / Explore / Activity / Activity Discuss
  • 11. MPC vs. Classroom What’s it look like?
  • 12. Marked Tree High School (Biology)  Before - December 2009, 62% of sophomores taking Biology were passing with a D or higher, 10% of whom had an A or B.  After – December 2010, 98% of sophomores taking Biology were passing with a D or higher, 36% of whom had an A or B.  End of quarter test 1 (9 weeks of questing) o 2009 – students were 29% proficient or higher on the exam o 2010 – 68% were proficient or advanced  End of quarter test 2 o 2009 – 31% proficient or advanced o 2010 – 81% proficient or advanced  Advanced o 2009 – 3% of students scoring advanced o 2010 – 55% of students scoring advanced
  • 13. Velencia College: United States History to 1877  Increased engagement, but grades were only slightly stronger  Students were more prepared for class  Level chart gave students their status in the class. Previously, he believes most students didn’t know how they were performing in the class – even some who were passing choosing to withdrawal.  81% did a “B” or better in preparation. Historically, that’s 50%
  • 14. Robert Louis Stevenson Middle School: General Math  Increased engagement in all activities  Less focus on the grade  After multiplayer classroom, 30% of students who had a grade letter of C or below, had increased their grade to a B or higher
  • 15. What is? Why do it? What are the results? What does it look like?
  • 17. LTMS Harrisburg University Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University CAE&LT @apetroski apetroski.wikispaces.com
  • 18. Everyone has an F . . . unless . . . Monday, February 10, 2013