gamification to engage students in literacy
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Gamification to Engage Students in Literacy. Patrice Becicka , Ben Wilcox, Michael Young College Community School District. “If a child can’t learn the way we teach, maybe we should teach the way they learn.” - Ignacio Estrada. Gamification :. - PowerPoint PPT PresentationTRANSCRIPT
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Gamification to Engage Students in LiteracyPatrice Becicka, Ben Wilcox, Michael YoungCollege Community School District
“If a child can’t learn the way we teach, maybe we should teach the way they learn.”- Ignacio Estrada
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Gamification:Applying game design thinking to non-game applications to make them more fun and engaging. It can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players.
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Components• Progression
– Building Levels• Investment
– Achievements– Collaboration– Mastery Learning
• Streaming Discovery– Navigating Learning– Uncovering Pockets of Knowledge– Countdown and Loss Aversion– Synthesis and Skill Set
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Connections• Immediate Feedback & Reinforcers• Progress Tracking & Mastery
(Badges, Leaderboards, Competition)
• Increasing Difficulty (Leveling System)
• Low Risk of Failure (Unlimited Retakes)
• Storyline / Narrative • Student Choice
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The Kickstart• Problems of Practice
– Common Core– Meeting Diverse Needs– Student Engagement
• Gamification as a Solution– Synthesis of Multiple Knowledge and Skills
through Mastery Learning Addresses Demands of Common Core
– High Levels of Flexibility and Feedback Meet Diverse Students Where They Are and Move Them Forward
– Active Learning: Those Doing the Work are the Ones Doing the Learning
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How Can That Work?• Traditional Classrooms• Collaborative Classrooms• Self-Contained Classrooms• Period Schedules• Block Schedules
Solution: Humanize It!
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Humanize the Classroom
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Our Path• First Gamification: December,
2012• Gamification Title: Hunting and
Gathering• Platform: Google Site• Game Overview: Students
completed tasks at various levels. Once students completed literacy task, they moved onto the next level.
• Successes: Using Technology to Deliver Instruction (Flipped Learning)
• Lessons: Wow! Putting Work on Students is Hard!
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Our Path• Eight Gamified Units of
Instruction• Lessons Learned:
– Use a Narrative– Incorporate Multiple Opportunities for
Feedback• Student Self and Peer Assessment• Teacher Feedback
– Flexibility is Key• Responsive Teaching• Teacher as Coach
– Pacing is a Challenge– Less is More– Video Lessons Help (Personalized with
Familiar Faces, When Possible)
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QUEEN’S RANSOM: THE PROCESS
Score Pre-Assessment Based on Assessment Scoring Guide and Rubric Look for Patterns; Recognize NeedsDetermine Next Instructional Steps to Address Instructional Needs
What Needs Taught/Re-TaughtHow It Should Be Taught/Re-TaughtContinued Assessment to Determine Success of Instruction and InterventionReflection on Student Growth and Instructional Impact
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QUEEN’S RANSOMWWW.TINYURL.COM/QRGAME
Queen’s Ransom is a writing unit created as an intervention for students that has become our most
successful game to date.
Instructional Focus: Expository and Argumentative Writing
Premise of the Game: The player is in the kingdom of Scripton and the Queen has been
kidnapped. The player is tasked to complete writing challenges as a way to earn gold coins to pay for the
queen’s safe return.
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GAMIFICATION PATH
Hunters and GatherersFarming and CivilizationInstitutions DevelopSummer ReadingEmpires EmergeWorld of 1491ExplorationQueen’s RansomThe Colony
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Questions