gamification for schools explained

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January 2013

Games are all about engaging people to play

E d u c a t io n R e a l it y

Games are all about engaging people to play

G a m in g R e a l it y

Games Invoke Behaviors We also Want from Learners

Game pl ayer s r egul ar l y exhibit per sist ence, r isk-t aking, at t ent ion to det ail , and probl em-sol ving, al l behavior s t hat ideal l y woul d be r egul ar l y demonst r at ed in school .

- The Education Arcade at MI T

Gamification Defined

Gamificat ion is t he concept of appl ying game-design t hinking to “non-game” sit uat ions to make t hem mor e fun and engaging.

The Idea is Not New

How Can We Gamify Education?

Invoking Progression

See success visualized in increments

Levels Points

How Can We Gamify Education?

Instilling Autonomy

Feeling pride and ownership in your work in the game

Achievement

Collaboration

Virality

Epic Meanings

Continuous Challenge

Gain Mastery and Information

Infinite Play

Countdown

Loss Aversion

Synthesis

How Can We Gamify Education?

Enabling Gamification in schools is a journey …• For teachers in the

classroom

• For curriculum supervisors in a school

• For those involved in educational technology

GameChangers enables schools to take that journey thru …• Seminars

• GameFrames Library

• Teacher/ School partnerships

• Discovery-Map Building

Our Value Proposition …

What is a GameFrame?

Our GameFrames gives educators a quick way to gamify a single lesson, a complete unit of instruction, or an entire class.

Example GameFrame: HuddleHuddle is a GameFrame an educator can use to conduct reviews of material.

• Math teacher prepares review cards for Geometry unit review.

• Creates three “levels” of cards with 6 cards in each level. Cards have points assigned to each

• Teacher divides class into 4 teams of 4.

Setup

• Teacher divides class into 4 teams of 4.

• Each team appoints a “messenger” and a “scribe”

• The messenge’s job is to pickup a card and return it once complete.

• The scribe’s job is to read the question and record the answer.

• Teacher explains the basic rules, sets the time and rings a bell to start the huddle:

Starting Huddle

• Teams answer each card, ringing a bell and sending the messenger to return the card & collect the next card.

• The teacher stops the game when teams have checked-in all their cards or time is up.

• Scoring – The teacher asks each team’s scribe for the team’s answer. The teacher displays the correct answer and awards points on a scorecard.

Playing

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

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

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