Games are engaging and can invoke desirable behaviors in learners. Gamification applies game design principles to non-game situations to make them more fun and engaging. GameChangers provides tools like GameFrames to help educators easily gamify lessons and assessments. GameFrames give a structured approach to gamifying a single lesson or entire unit with levels, points, and team competitions to drive student engagement and review of material.
4. “ Game pl ayer s r egul ar l y exhibit
Games Invoke per sist ence, r isk- t aking, at t ent ion
Behaviors We t o det ail , and pr obl em- sol ving, al l
behavior s t hat ideal l y woul d be “
also Want from
r egul ar l y demonst r at ed in school .
Learners
- The Educat ion Ar cade at MI T
5. “ Gamif icat ion is
t he concept of
Gamification appl ying game- design t hinking t o
Defined “non- game” sit uat ions t o make t hem
“
mor e f un and engaging.
7. See success
Invoking
visualized in
Progression
How Can increments
We Gamify
Education?
Levels Points
8. How Can We Gamify Education?
Instilling Autonomy
Feeling pride and ownership in
your work in the game
Achievement
Collaboration
Virality
Epic Meanings
9. Continuous Challenge
Gain Mastery and Information
How Can We
Infinite Play
Gamify
Education? Countdown
Loss Aversion
Synthesis
10. GameChangers
Enabling Gamification
enables schools to
in schools is a journey …
take that journey thru
• For teachers in the …
Our Value classroom
• Seminars
Proposition … • For curriculum
• GameFrames Library
supervisors in a school
• Teacher/ School
• For those involved in
partnerships
educational
technology • Discovery-Map
Building
11. Our GameFrames gives educators a
What is a
quick way to gamify a single lesson, a
GameFrame? complete unit of instruction, or an
entire class.
12. Example GameFrame: Huddle
Huddle is a GameFrame an educator can use to conduct reviews of material.
Setup Starting Huddle Playing
•Math teacher prepares review •Teacher divides class into 4 •Teams answer each card, ringing
cards for Geometry unit review. teams of 4. a bell and sending the messenger
•Creates three “levels” of cards •Each team appoints a to return the card & collect the
with 6 cards in each level. Cards “messenger” and a “scribe” next card.
have points assigned to each •The messenge’s job is to pickup a •The teacher stops the game
•Teacher divides class into 4 card and return it once complete. when teams have checked-in all
teams of 4. •The scribe’s job is to read the their cards or time is up.
question and record the answer. •Scoring – The teacher asks each
•Teacher explains the basic rules, team’s scribe for the team’s
sets the time and rings a bell to answer. The teacher displays the
start the huddle: correct answer and awards points
on a scorecard.
13. Example GameFrame: Results
• Student engagement is visibly higher across the entire class in comparison to
standard review methods
• Teachers create diverse challenges on cards, appealing to students with different
abilities
• Huddle can be run routinely to drive highly engaging but short reviews
14. GameChangers in Learning is a Non-Profit organization
dedicated to helping educators use game-based techniques
to inspire and engage students
Email: gamification@gameframes.org
Web: www.gameframes.org
Editor's Notes
We live in a rapidly changing world. Schools are trying to meet so many challenges faced by 21st Century learners. It’s a never-ending journey
And we know that the environment in schools today does not work for everyoneBut there are environments that are demonstrating high levels of engagement – gaming environments – and educators are taking notice
If we look closely – gaming environments can encourage behaviors we want from 21st century learners
So how do we leverage these gaming environmnents in educationWe employ a technique known as “gamification:”We’re borrowing ideas like point systems, levels, badges, and the elements of fun like randomness, choice, and challenge that make people so engaged by games to begin with
To understand gamification – you just have to recall the story of Tom SawyerStuck with the punishment of having to paint the fenceTom reinvents the task and in doing so – creates an enthusiastic group of boys The point is – in the end – the boys view the same work – as something they choose to do – and it becomes play!
Gamifying education does not mean playing gamesIt means borrowing the principles that make a game engagheing and employing them in the classroomSo – how do we do it – gamify education?Three ways The first and most obvious is – we invoke progressionOne of the things that makes games compelling for players is the idea of making progress against a goalThe best Games do this in tangible, meausred and above all – rewarding waysWe call this “seeing success visualizedExample:
The second way we gamify is by Instilling autonomyGames have been shown to increase what we “agency” or a person’s “internal locus of controlWe can invoke this deliberatey thru techniques that are used in games to make them compellingThese techniques include – buikding on the sense of achievement to take pride in the actual achievementTo colaborate with others so all can winTo spread the wealth around – you can feel great but we all can feel greateAnd lastly because games invoke narratives – often accomplishments take on meanings beyond just the points – they are about your role in the game-based world
Probably most importantly – thru gamification the learning never stops – inside and out of the classroomThis happens because as we gain mastery good game based design, creates new levels – unlocks new secrtesThere’s always the excitement that comes with the discovery – call it surprise or call it unlocking the mystery – discovering new things is motivatingPlay never stopsCountdowns can be resetLoss aversion is important because we don’t want to give up what we’ve already earned Finally making connections with other things – ideas, facts – its connecting all that up that we need from 21st century learners
So what do we offer to do thatWe’re a non-profit – we think that gamification is a journey that can start in different ways but it takes time and a little persistence – we believe the best way to do this is by building a consortium – a community of practicing sponsor schools we work with - We begin the journey by offering schools that join this community - no cost seminars on how they can employ gamification in the classroomWe offer gameframes – which I’ll talk about in a momentWe seek Teaching-fellow partnerships – that’s where we work directly with one or a small group of teachers to apply gamified techniques as pilotsAnd lastly – discovery maps – this is an approach that uses the game board paradigm in class to teach almost any subject matter – it works especially well elementary thru middle school levels
Gameframes are our framework for helping educators quickly gamify their instructionA gameframe can literally be picked up by an educator and after a few minutes of review and prep – they can use it the next day – most don’t require technology Let me talk about one very simple example
Huddle is a richly designed review activity – it appeals to lots of different learner preferences – kinesthetic learning etc and employees techniques that enlist students in the actionsNow there are many great ways teachers already do reviews and we’re not suggesting they should not be used – we’re just using this one because its actually one of our very simple ones and relates to things you are already familiar withAlsoour frames are flexible - the example I am giving can be tweaked or adjusted by preference or necessity