Engage Learners by
Gamifying your Lesson
TETA Instructional Technology Academy
Julia Osteen
March 14, 2017
+
Our Mission
To support teachers and leaders
in improving student outcomes
through proven professional learning
and resources and to incubate
innovative instructional ideas.
+
The Ayers
Institute is a
bridge
The “Gateway Bridge” in Nashville, TN.
Photo credit: Heather Reeder (http://www.heatherreeder.com/p442750684/h316E82E5#h316e82e5)
• Among educators
• Between K-12 and higher ed
• From policy to practice
“
”
The goal is to change the student’s
mindset to a mastery orientation—to
promote motivation, engagement,
active learning—and to cultivate 21st
century skills like collaboration,
problem solving, creativity and
systems thinking.
Joey Lee, a research assistant professor of Technology and Education at
Teacher's College, Columbia University
Why gamification?
GamingElements
• Experience points and
leveling up
• Multi-player options
• Boss level challenges
• Achievements and badges
• Feedback
• Embrace failure and
additional practice
Experience points and Leveling up
• Level Up Guide https://goo.gl/YlBCC0
• Leveling chart – https://goo.gl/UoUoD5 (download the
excel file)
https://goo.gl/tlClG4 (make a copy in your google
drive)
• Points earned by completing required and optional tasks
• Must earn experience to reach target challenges
Multi-player Options
• Develops social skills
• Develops prosocial
behavior
• Fosters a friendly
spirit of competition
• More likely to be
involved with civic or
social movements
• http://getkahoot.com
• You create your kahoot as
usual. As you begin the
kahoot, you choose Team
mode.
• Great for kids working in
teams with a limited number
of devices available.
Quizzizz
• Tony Vincent provides a great summary of the
features of Quizzizz
http://learninginhand.com/blog/quizizz
quizzizz.com
Comparing the games
Quizalize
• Input your own questions or find
a pre-made quiz.
• Students join the game by
logging in or with a game code
and are assigned to one of two
teams.
• The teacher’s computer can
either display team progress on
a projector screen or be for the
teacher to view who is doing
well and who might need some
help with the content.
quizalize.com
Boss Level Challenges
• Start with passion.
• Timing is everything.
• Daunting but achievable.
• Seek allies.
• Make a schedule.
Boss Level Challenges
• Examples:
• Rube Goldberg
https://www.edutopia.org/blog/boss
-level-student-led-learning-rachelle-
vallon
Boss Level Challenges
Boss Level Challenges
• Examples:
• Rube Goldberg
https://www.edutopia.org/blog/boss-
level-student-led-learning-rachelle-
vallon
• Anti-bullying campaign
https://www.edutopia.org/blog/students
-break-system-of-bullying-rebecca-
grodner
Boss Level Challenges
Achievements and Badges
https://classflow.com/
Achievements and Badges
Achievements and Badges
https://credly.com/
Feedback
goformative.com/
Feedback
goformative.com/#signupJoin the Ayers
Institute class
Access the exit
ticket
Embrace failure and additional
practice
Embrace failure and additional
practice
Tips
• Start small
• Pick one element to
incorporate
• Feedback is key –
timeliness and specificity
• Award experience points
for grit skills
• Incorporate choice
• Offering too many choices
can overwhelm students
References
• Engels, R., Granic, I., & Lobel, A. (2014, January). The Benefits of Playing Video
Games. Retrieved March 13, 2017, from
https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf
• Gamification – Learning can be fun. (2016, October 20). Retrieved March 13, 2017,
from http://openingpaths.org/blog/2016/10/gamification-learning-can-be-fun/
• Know Students Better: 17 Tools for Formative Assessment. (n.d.). Retrieved
March 13, 2017, from http://learninginhand.com/blog/know
• Kolb, L. (2015, March 20). Epic Fail or Win? Gamifying Learning in My Classroom.
Retrieved March 13, 2017, from https://www.edutopia.org/blog/epic-fail-win-
gamifying-learning-liz-kolb
• McCarthy, J. (2016, October 20). Gamifying Your Class to Meet the Needs of All
Learners. Retrieved March 13, 2017, from
https://www.edutopia.org/article/gamifying-your-class-john-
mccarthy?utm_source=twitter&utm_medium=socialflow
• The Gamification of Education Infographic #gamification #edtech. (n.d.). Retrieved
March 13, 2017, from https://www.knewton.com/infographics/gamification-
education/
• Vallon, R. (2013, November 12). Boss Level: Collaborative Student-Led Learning at
Quest to Learn. Retrieved March 13, 2017, from
https://www.edutopia.org/blog/boss-level-student-led-learning-rachelle-vallon

Engage learners by gamifying your lesson

  • 1.
    Engage Learners by Gamifyingyour Lesson TETA Instructional Technology Academy Julia Osteen March 14, 2017
  • 2.
    + Our Mission To supportteachers and leaders in improving student outcomes through proven professional learning and resources and to incubate innovative instructional ideas.
  • 3.
    + The Ayers Institute isa bridge The “Gateway Bridge” in Nashville, TN. Photo credit: Heather Reeder (http://www.heatherreeder.com/p442750684/h316E82E5#h316e82e5) • Among educators • Between K-12 and higher ed • From policy to practice
  • 4.
    “ ” The goal isto change the student’s mindset to a mastery orientation—to promote motivation, engagement, active learning—and to cultivate 21st century skills like collaboration, problem solving, creativity and systems thinking. Joey Lee, a research assistant professor of Technology and Education at Teacher's College, Columbia University Why gamification?
  • 5.
    GamingElements • Experience pointsand leveling up • Multi-player options • Boss level challenges • Achievements and badges • Feedback • Embrace failure and additional practice
  • 6.
    Experience points andLeveling up • Level Up Guide https://goo.gl/YlBCC0 • Leveling chart – https://goo.gl/UoUoD5 (download the excel file) https://goo.gl/tlClG4 (make a copy in your google drive) • Points earned by completing required and optional tasks • Must earn experience to reach target challenges
  • 7.
    Multi-player Options • Developssocial skills • Develops prosocial behavior • Fosters a friendly spirit of competition • More likely to be involved with civic or social movements • http://getkahoot.com • You create your kahoot as usual. As you begin the kahoot, you choose Team mode. • Great for kids working in teams with a limited number of devices available.
  • 8.
    Quizzizz • Tony Vincentprovides a great summary of the features of Quizzizz http://learninginhand.com/blog/quizizz quizzizz.com
  • 9.
  • 10.
    Quizalize • Input yourown questions or find a pre-made quiz. • Students join the game by logging in or with a game code and are assigned to one of two teams. • The teacher’s computer can either display team progress on a projector screen or be for the teacher to view who is doing well and who might need some help with the content. quizalize.com
  • 11.
    Boss Level Challenges •Start with passion. • Timing is everything. • Daunting but achievable. • Seek allies. • Make a schedule.
  • 12.
    Boss Level Challenges •Examples: • Rube Goldberg https://www.edutopia.org/blog/boss -level-student-led-learning-rachelle- vallon
  • 13.
  • 14.
    Boss Level Challenges •Examples: • Rube Goldberg https://www.edutopia.org/blog/boss- level-student-led-learning-rachelle- vallon • Anti-bullying campaign https://www.edutopia.org/blog/students -break-system-of-bullying-rebecca- grodner
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
    Embrace failure andadditional practice
  • 22.
    Embrace failure andadditional practice
  • 23.
    Tips • Start small •Pick one element to incorporate • Feedback is key – timeliness and specificity • Award experience points for grit skills • Incorporate choice • Offering too many choices can overwhelm students
  • 24.
    References • Engels, R.,Granic, I., & Lobel, A. (2014, January). The Benefits of Playing Video Games. Retrieved March 13, 2017, from https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf • Gamification – Learning can be fun. (2016, October 20). Retrieved March 13, 2017, from http://openingpaths.org/blog/2016/10/gamification-learning-can-be-fun/ • Know Students Better: 17 Tools for Formative Assessment. (n.d.). Retrieved March 13, 2017, from http://learninginhand.com/blog/know • Kolb, L. (2015, March 20). Epic Fail or Win? Gamifying Learning in My Classroom. Retrieved March 13, 2017, from https://www.edutopia.org/blog/epic-fail-win- gamifying-learning-liz-kolb • McCarthy, J. (2016, October 20). Gamifying Your Class to Meet the Needs of All Learners. Retrieved March 13, 2017, from https://www.edutopia.org/article/gamifying-your-class-john- mccarthy?utm_source=twitter&utm_medium=socialflow • The Gamification of Education Infographic #gamification #edtech. (n.d.). Retrieved March 13, 2017, from https://www.knewton.com/infographics/gamification- education/ • Vallon, R. (2013, November 12). Boss Level: Collaborative Student-Led Learning at Quest to Learn. Retrieved March 13, 2017, from https://www.edutopia.org/blog/boss-level-student-led-learning-rachelle-vallon

Editor's Notes

  • #3 Rachael
  • #4 Rachael
  • #12 Pick a topic that you're passionate about: cooking, graphic design, comic books, dance, art museums, or anything. Students can tell when you are excited about something, and excitement can be infectious. The teacher's enthusiasm for the topic can drive the students' learning. Find a time in your school schedule that allows you take field trips, such as that window after the state exams when students are anxious for summer break. Come up with a design challenge that fits your topic. Gather resources and recruit other educators to help you. Knowledge-based institutions like museums and libraries, and even corporations with a presence in the community may be more willing to help than you imagine! Plan out mini-lessons to teach each step of the process.