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LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 1
Level Up! Using Elements of Gaming in the Classroom Grading System
Lance E. Holly
Western State Colorado University
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 2
Table of Contents
Title Page……………………………………………………..1
Abstract…………………….…………………………………3
Introduction……………………………………………...…….4
Background…………………………………………………...4
Literature Review……………………………………………..8
“Level Up!” Study Design…………………………………..16
Findings……………………………………………………..29
Discussion…………………………………………………..34
Limitations…………………………………………………..40
Next Steps…………………………………………………..43
Conclusion…………………………………………………..46
Appendices…………………………………………………48
References………………………………………………….72
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 3
Abstract
Gamification refers to the use of video game mechanics in a nongame setting, such as a
classroom. Today many students encounter game mechanics in their daily lives, and this
research explores how using elements of those mechanics in the classroom affects student
achievement. Using these elements, the grading system of two Civics classes were
transformed to include experience points, levels, perks, and achievements. Approximately
40 students were involved in this gaming system for one quarter (ten weeks) in an effort to
collect data such as attendance rates, percentages of assignments turned in, and overall
grades. Students were surveyed about their feelings concerning the gaming system and
their motivation. The principal findings include increased attendance; slightly decreased
completion of assignments; and not too much of a change in overall grades. Students
expressed strong interest in the gaming system, especially the academic motivation it
provided for them, and further research is being taken over the next quarter to solidify these
findings.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 4
Introduction
Today’s students are growing up in a world that is full of games. Students play
games on systems such as personal computers or Playstations, on mobile devices such
as phones and tablets, and online through sites such as Facebook. Gaming is becoming a
very natural part of many students’ lives (McGonigal 2011). As educators, one way to
increase student engagement and motivation is to link elements of gaming to the
classroom procedures (Sheldon 2011). Many games use components such as levels,
experience points, unlockable rewards, and achievements to entice the player to keep
progressing. Education is about progression as well, through lessons, units and
gradeswhy not tap into these gaming systems for our students? The research presented
here involves two high school Civics classes that were transformed to include aspects of
games, and results such as attendance, turnin rates of assignments, and grades were
examined. Some conclusions from the first ten weeks of this new system include positive
changes in attendance; negative changes in turnin rate of assignments; and not too much
of a change in overall grades. Students overwhelmingly reported that the Level Up system
positively affected their academic motivation.
Background
The game system created for this classroom experiment is called “Level Up!” The
Level Up system was created for two reasons. First, finding new and innovative ways to
change the classroom to be more meaningful and engaging for students is a high priority in
21st century education. A few recent TED Talks and YouTube videos have discussed the
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 5
idea of “gaming the classroom,” and this sounded interesting as a motivational tool (for
example, Jensen 2012). Second, game mechanics are a natural way to connect with
students and provide them with a more interesting, rewardsbased learning environment
that keeps both the teacher and the students excited about learning. To create the system
the author drew on knowledge of gamesfrom roleplaying games like Diablo, World of
Warcraft, or Dungeons & Dragons; to firstperson shooters such as Call of Duty or Titanfall.
Many games today are combining elements to make the player feel like they are
progressing with a constantlyupgraded character, and this is a sense worth instilling in
students. The goal was to design a classroom where students start at a base level and
progress upward, finding “perks, bonuses and upgrades” as they “adventure” into learning
(to use some gaming vernacular). The idea of turning learning into a game energized the
classroom, and looking back it has certainly piqued the interest of students.
The rationale behind gamification in the classroom is the idea of constant forward
progression. Most games today allow the player to gain points, gain rewards, or gain
levels. The key word is ‘gain’very rarely does the player ever lose what they have gained.
This idea is perfectly suited for the classroom. What if students were always gaining and
moving upward towards a goal, rather than constantly shifting back and forth? Take a
standard baseten percentage grading system, for example. Students begin at 100%, and
every assignment will move their overall percentage up or down. A student with a 95%
average can earn a 91% on an exama very strong scoreand still see their overall grade
decrease. One goal of the Level Up system was to change this idea of constant fluctuation,
because this can be frustrating for students. The rationale behind this system is that when
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 6
students earn points, they keep those points, and they are always gaining toward their next
level or their next goal. If a student receives a low score on an assignment or test, they are
still gaining the points they earned, and thus they are always progressing, even if they didn’t
earn the maximum available points.
This study began with a research question. Concerning gamification, a central
question was, “How does using elements of gaming in the classroom affect student
achievement?” The more complex version of this question involves the idea that student
achievementincluding attendance, grades, and turnin rate of assignmentscan be
positively or negatively affected by transforming the grading from a baseten percentage
system to a levelsbased forward progression system. That question looks like this: “How
does using elements of gaming in the classroom, such as levels, experience points, perks,
and achievements, affect student performance such as attendance, assignment turnin
rate, and overall grades?” These questions were approached by first collecting data with a
class that was using the standard grading model, but learning the same material that the
experiment classes would be learning. Weekly attendance was recorded, in addition to
assignment turnin rates and final grades for this “control group” class. While this data was
being collected, the gaming grading system was created. Beginning the following quarter,
the new grading system was implemented with the same class subjectwise (although not
the same students), and the content was taught in exactly the same way as the control
group. The same data was recordedattendance, assignment turnin rate, and overall
gradesand the two groups were compared when it was finished. Notes were taken
throughout the whole process, including the author’s reflections and student reactions;
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 7
surveys were administered to students about their thoughts on the gaming grading system;
and meticulous notes and charts were kept to describe what was happening with the levels,
experience points, and perks.
A number of assumptions and beliefs existed going into this research. First, there
was an assumption that there would be positive gains across the board. Second was the
assumption that all students would naturally like this system better than the old system.
Third, the author assumed that it would be much less work than it turned out to be! Many
documents and tracking systems were created throughout the quarter, and a central issue
was figuring out ways to effectively keep students up to date on their progress. Before the
quarter started the system included rules, point values, and rewards; however there were
many unanticipated challenges that had to be dealt with as they came upmany issues
were brought up by students themselves, and a central part of the learning process was
talking through those issues and compromising with the classes. The teacher and classes
were learning and experimenting together, which ultimately made the system much
stronger than it was when it began.
Concerning the assumption of positive gains, there are a number of factors that
could not be controlled in this research, such as students dropping out or simply never
showing up to class, which negatively affected data. In order to get over this hurdle, the
author has kept the attitude that this quarter was an experiment, a work in progress, being
constructed by both the teacher and the students, and going forward the system will
become stronger and more streamlined the more we work on it. Thankfully, other
educators who have tried similar experiments (such as Sheldon 2011; Annetta et al. 2009;
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 8
Jensen 2012) encountered many of the same challenges and growing pains.
Literature Review
The use of games as learning tools in the classroom, known as “gamification”
(Corcoran 2010; De Freitas & De Freitas 2013; Kapp 2012) has become increasingly
popular in recent years. Institutions around the worldeducation or otherwisehave begun
using games as a motivational tool to foster creativity and competition among workers.
Many schools and individual teachers have taken on the challenge of “gamifying” their
classrooms (Bertoli 2012; De Freitas & De Freitas 2013; Sheldon 2011) in order to
provide students with a stronger sense of motivation and excitement for learning. The use
of gamification ranges from using educational video games to build critical thinking, to
implementing gamebased learning sites such as Khan Academy to practice math and
science (www.khanacademy.org), to completely restructuring the classroom to resemble a
multiplayer game such as World of Warcraft (Sheldon 2011). In a world where students are
constantly being bombarded with information and visuals, and extrinsic incentives are
found from Facebook to Playstation, the gamification of the classroom is an approach to
education that is increasingly effective (Goli 2013).
Gaming is not a foreign concept to students. According to the Entertainment
Software Rating Board (ESRB), 67% of households in the United States play computer or
video games; 40% of gamers are female; and the average gamer spends 8 hours per
week playing games (ESRB 2013). Publications such as Kapp (2012) and McGonigal
(2011) discuss the relevancy of games in today’s world. They summarize how the advent
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 9
of video games in society has led to a change in motivation when it comes to the concept
of progression, as well as benefits in critical thinking, problem solving, and analysis. In
playing video games, people not only find an enjoyable experience but also one that is
challenging and requires them to think about obstacles in order to proceed. This same
framework can be applied to education, and four of the primary aspects of gaming that
most effectively translate from games to the classroom are experience points, levels,
perks, and achievements.
Students and Experience Points
The current paradigm of grading in the classroom involves the AF letter system,
based on a 100 percentage points scale. Students begin at 100%, and each assignment
or test affects their average in the class, which can only go down from that initial point.
Numerous teachers have decided to turn that model around and have students begin at 0,
so that they can only move up. One way to do this is to use a system of experience points
(Annetta et al. 2009; Jensen 2012). Experience points are essentially the same as any
points that teachers use for assignments or tests, except that they are building up toward a
certain mark (in this case, the “level.”) By telling students that they are earning experience
points, a different kind of engagement is achieved (McGonigal 2011; Sheldon 2011). As
mentioned above, our students live in a world full of experience pointsroleplaying games,
shooting games, mobile device games, Facebook gamesthese points are everywhere.
Many students find the idea of earning experience points completely separate from the
idea of getting a score on an assignment or test (Kapp 2012). By tapping into the power of
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 10
words and a sense of achievement, teachers can use experience points to influence
student achievement and motivation (Jensen 2012).
Teachers have used experience points in different ways. Some teachers have
experience points parallel the numbers used for actual grades (a number of case studies
are examined in Sheldon 2011:505, 195202; as well as Ross 2010), while others devise
a system that involves increasing difficulty as students gain more and more points (Sheldon
2011: 133136, 211215). Whichever way a teacher decides to use experience points, the
idea is the samestudents begin at zero, and as they complete tasks they are awarded
with experience points that move them up (instead of down, as percentages and averages
often do). This system often creates a completely different sense of excitement in the
classroom, which teachers have used to increase student learning (Bertoli 2012; Jensen
2012).
A number of online learning sites such as Khan Academy and iCivics
(www.icivics.org) use experience points as motivators for students, and these sites allow
students to gain rewards as they gain points. For example, Khan Academy awards
students with personal badges as they accrue experience points; while iCivics allows
students to use experience points to purchase cosmetic upgrades for their digital avatar
that is used within the site. These sites, as well as many classroom gamification
experiments done by other teachers (Bertoli 2012; De Freitas & De Freitas 2013; Sheldon
2011), provide students with a way to track their experience points. This idea is another
point that makes the gamebased model of grading different than the existing modelby
using experience points, many students have an increased interest in tracking their own
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 11
progress, and equating their experience points to their success and achievement.
Students and Levels
Gaining experience points is shown to be effective, but where do these points take
our students? A key element of many video games in today’s world is to “level up” your
character upon reaching a certain number of experience points. Increasing levels rewards
students with quick benchmarks that allow them to reflect on their progress, and rank
themselves against their peers. Ranking in the form of leaderboards is a common aspect
of many games today (Annetta et al. 2009; Simoes et al. 2012; Sheldon 2011), so why not
put that motivator to use in the classroom? Levels are a way for students to understand
their progress in a way that grades and percentage points sometimes do not. Additionally,
levels can only go up, not down, and they are simple to calculate. Many students get
frustrated with a percentagebased grading system because it can be hard to
understandtests are weighted differently than homework assignments, for example, and
the idea of a weighted grade can be quite complicated to a student who simply wants to
know where they stand (Ross 2010). Compare that with the very concrete explanation of
how many experience points the student has earned and what level that equates to, can be
both simpler for the student and more immediately relevant, given that they see and use
similar systems in many other games throughout their experiences.
Teachers have used levels to show progression in a variety of ways. Some
teachers have required students to attain a certain level before a grade is awarded
(Sheldon 2011: 52, 145), while others have matched the experience points and levels to
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 12
the same baseten scale that is now used for letter averages (Erenli 2013). A very high
percentage of teachers who have experimented with employing the leveling system in the
classroom have reported a positive correlation between student motivation and the change
in the grading system (Annetta et al. 2009; Bertoli 2012; De Freitas & De Freitas 2013;
McGonigal 2010; Ross 2010; Sheldon 2011; Simoes et al. 2012). Once again, this idea is
not new. Games such as Call of Duty and Farmville use the idea of levels, and the system
of “ranking up” or achieving higher levels of progressrepresented as a numberhas a
significant impact on the numbers of people playing those games. If the classroom is a
series of accomplishments and benchmarks, such as mastering a subject or understanding
a concept, then it makes sense to reward students with a method of progression that is
both simple and concrete. Levels serve this purpose well.
As alluded to above, levels can easily translate to letter grades (Sheldon 2011:
145). Some teachers have found it overwhelming to track experience points, levels, and
the required letter grades for each student, but the systems do not have to be separate.
The most common current grading system uses the idea that an A is awarded when a
student achieves 90% of the possible assignment points or higher; a B at 80%; and so
forth. Based on inspiration from the work of Sheldon (2011), a handful of teachers have
attempted to link experience points to the baseten scale so that the levels students
achieve directly equate to the percentages required for letter grades. Additionally, if a
letter grade was needed a teacher could at any time simply divide the number of
experience points a student has by the total number available at that moment to figure out a
percentage that relates to a letter grade.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 13
Students and Perks
Many studies that discuss the benefits of gamification in the classroom suggest
using a system of extrinsic rewards for students (Corcoran 2010; Erenli 2013; McGonigal
2011). These rewards are typically achieved through reaching a certain level or number of
experience points. Rewards can be called a number of names, such as bonuses, benefits,
or perks (Jensen 2012). Some teachers call student rewards ‘perks’ because of the
correlation with the popular video game Call of Duty. In this game, as the player advances
he/she unlocks certain benefits to the character as levels and experience points are
gained. These perks are not a onetime reward; instead they are something that
permanently upgrades the player’s character. Student motivation can be increased if
students feel like they are ‘upgrading’ their classroom experience in this same way.
Studies have shown that such extrinsic rewards can help students motivate to increase
their achievement and participation in class (Annetta et al. 2009; Jensen 2012; Kapp
2012). However, it is important to note that the teacher must be careful and make sure that
students are not “playing the game” (in this case, doing school) just to earn the rewards.
There needs to be intrinsic value in learning. Both McGonigal (2011) and Sheldon (2011)
point out that a smart teacher can incorporate both the extrinsic rewards of individual
bonuses while also maintaining the intrinsic rewards of learning. This is done by engaging
the learner in the tasks at hand, and framing assignments and tests as challenges to be
conquered rather than busywork to be hastily finished.
Gamification experiments such as Classroom Live (De Freitas & De Freitas 2013)
incorporate rewards into the system of achievement over the course of a school year.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 14
Rewards can include everything from a student’s player’s aesthetic appearance to
bonuses for completing assignments in a certain amount of time. As described above,
iCivics offers students rewards in the form of avatar customization, and even a way to put
reward points towards benefitting a charitable organization. Many online teaching games
such as Khan Academy use a system of badgesvisual indicators of progression and
achievementas rewards for student performance. The idea of badges and other
indicators of progress (such as trophies) can also be seen in the rewards model of
Microsoft’s Xbox and Sony’s Playstation.
An interesting idea concerning the use of perks is providing students with a choice
of rewards. Many teachers have found that students enjoy having a choice in the
classroomwhich reading materials to use, which assignments to do first, or how to use
study time to review for a test (McGonigal 2011). Giving students a choice of perks as they
level up allows them to customize their learning experience. Several of the teachers in
Sheldon’s case studies (Sheldon 2011: 505, 133136, 195202, 211215) include reward
systems that offer classroom supplies, experience point bonuses, school tshirts, music
during work time, or additional hall passes. Using rewards such as these, students do not
forget their original purpose (learning) by having nonrelevant objects dangled in front of
them (such as candy or pizza parties), but instead gain beneficial tools or upgrades that
enhance their learning experience.
Students and Achievements
The last element of gaming used in this classroom experiment is a system of
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 15
achievements. Achievements are similar to perks in video games in that they are rewards
given to players upon reaching certain objectives; however they are not typically a tangible
item or upgrade. Instead, achievements show off a player’s specific accomplishment that
may represent a milestone or impressive event. In the classroom, achievements have
been used by teachers to award students for reaching certain levels, or by accomplishing
certain feats (Corcoran 2010; Goli 2013; Kapp 2012). Examples of these feats include
completing a number of a certain type of assignments, contributing to the classroom
discussion in a positive way, or by collecting a specific number of perks (McGonigal 2010).
One enticing aspect of achievements is that they often come with a unique name that is
often humorous or indicative of the accomplishment. Achievements on video game
systems such as the Xbox 360 or the Playstation 3 have names that can be shown off to
other players. Similarly, teachers have experimented with showing off student
achievements on a leaderboard, so that other students can see who has achieved which
rewards (Sheldon 2011: 236238).
Researchers such as Anetta et al. (2009) and Jensen (2012) have pointed out that
achievements and similar reward systems can be positively linked to student engagement
and motivation. The idea that students feel as though they are constantly moving toward
smaller, more manageable goals helps them feel forward momentum. Is there an element
of fun in achievements and rewards? Of course! Learning should be naturally fun and
exciting, and using a system of achievements that emphasize a student’s particular
accomplishment is an effective way to bring fun back to learning.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 16
Literature Review Conclusion
Gamification of the classroom can be seen across the country in schools and by
individual teachers. Elements of gaming such as experience points, levels, perks, and
achievements have been shown to have a positive impact on student engagement and
motivation (Annetta et al. 2009; Bertoli 2012; De Freitas & De Freitas 2013; McGonigal
2010; Ross 2010; Sheldon 2011; Simoes et al. 2012). However, there is not enough
published research to make this fact known to the entire education world. This study is an
attempt to fill a gap in the research about using elements of games in the classroom
grading system. It has been demonstrated with these few studies that small changes in
words and concepts (from “assignment scores” to “experience points;” from “grades” to
“levels”) can influence the motivation and achievement of students. Pioneering authors
such as Sheldon (2011), McGonigal (2011), and the creators of Classroom Live (De
Freitas & De Freitas 2013) have blazed a trail for many other teachers to experiment with
gamification in their classrooms. The future is bright for bringing fun, excitement, and
friendly competition to learning.
“Level Up!” Study Design
The gaming grading system created for this experiment involves several
components. Two Civics classes were usedperiods 3 and 6which started with 52 total
students and ended with 47. These Civics classes were the only ones being taught during
Quarter 3, so the system was only for them. The students ranged from 9th to 12th grade,
ages 1420. Many students at the school are considered highly impacted, and almost all of
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 17
them are over age and under credit. Schoolwide average attendance is about 67%, and
typically most classes end with a 1:1 pass:fail ratio. Many students are dealing with a lack
of parental involvement at home; child care for their own kids; or being in and out of the
court system. Therefore, the goals of this new grading system were to see if any positive
gains could be made from students in any areas of academic achievement. These are
students who need every incentive to do well in school, and who are in dire need of
motivation!
For this research, the setting barely changed. Students were still in the same
classroom, following the same procedures, and learning the same material. The new
gaming system was introduced to them on the first day, as part of the introduction to the
class presentation. A small part of nearly every day was spent discussing some part of the
system, whether it was a reminder or an update. Two class leaderboards were hung on the
wall to track progress, and slightly longer personal conferences were held during review
time to catch each student up with their rewards. Otherwise, the class and the material
stayed exactly the same as Civics classes had in the past.
Experience Points
In the Level Up system, all students began at level 0 (see Appendix A for the class
syllabus). Every assignment, warm up, test, and day of attendance earned them
experience points (XP). Students received 100 XP for attending class; 50 XP for a
complete warm up; up to 100 XP per daily assignment; up to 500 XP for units 1 and 2
tests; and up to 1000 XP for the final exam. Attendance is simpleif you’re here, you earn
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 18
100 XP; if you’re not here, you earn 0 XP. Warm ups were equally straightforwardif you
complete the warm up, you earn 50 XP. If you don’t, or if you’re not present, you earn 0 XP.
Daily assignments had to be fully completed and correct to earn 100 XP; otherwise points
were taken off (just like a regular assignment would be graded). The same goes for
tests500 or 1000 XP were the maximum score values, and students gained XP towards
those maximums by answering questions correctly.
It is worth reiterating that the idea of experience points is not fundamentally different
from other types of points awarded by teachers. Assignments can still have percentages,
as can tests. The major difference, however, is how students perceive those points. In the
Level Up system, if a student scores 50 out of 100 on a daily assignment, he/she has
earned 50 XP toward the next level. The student is still progressing. The student has not
gone backwards. In a more typical percentage based grading system, a 50/100 score
would be 50%, which would likely bring the student’s overall average down. This is where
the paradigm shift occursgaining 50 XP is far more exciting for a student than being told
“you got half the questions wrong, so you got 50%, which is an F.”
Levels
As discussed above, students are always progressing. Their goal through
progression is to gain levels. Every 500 XP, a student “levels up.” A level up is common
terminology in games, signifying an increase in power or abilities for the character, and the
reaching of a new rank or status. In the Level Up system, there are twenty total levels, and
10,000 total XP. Students were able to earn, on average, a maximum of 250 XP per day
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 19
of class (that’s one warm up, one assignment, and their attendance. Obviously this
changed on test days, etc.). At the school used for this experiment, class is held four days
per week, so students could earn up to 1000 XP per week by being present all four days
and completing all required assignments. With tenweek quarters, the total XP able to be
earned was 10,000. (A few issues with these numbers occurred, such as review and test
days, as well as me not being present a couple days, so in the end every student did not
necessarily have the 10,000 XP maximum.) A student’s final letter grade was based on
their final level, achieved by the end of the quarter. Students needed to reach level 12 to
earn a D (at 6,000 XP); level 14 for a C (7,000 XP); level 16 for a B (8,000 XP); and level
18 for an A (9,000 XP). See the table below for a visual representation of this leveling
system.
Table 1: Levels, Experience Points, and Grade Equivalents
Level Experience Points Grade Equivalent
1 500
2 1000
3 1500
4 2000
5 2500
6 3000
7 3500
8 4000
9 4500
10 5000
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 20
11 5500
12 6000 D
13 6500
14 7000 C
15 7500
16 8000 B
17 8500
18 9000 A
19 9500
20 10000
In this way, XP lines up directly with a percentagebased grading system. For
example, 8,000/10,000 = 80%, which is a B in the regular system. While final letter grades
were not achieved until the end of the quarter, students could at any time check where they
were in relation to the levels needed for certain grades. This technically meant that
students were at an F for most of the quarter; however a simple division calculation could
always be done to see how many points a student had earned against how many were
possible to see what their “normal” grade would be at that point. (This was especially
necessary for female students who relied on constantly updated grades for child care
checks from the state.) See Appendix B for a full view of the XP and levels progression.
Again, this system is not fundamentally different from a normal grading system.
Students are still earning a B for doing 80% of the work. Points that students earn are still
divided against the maximum point total. What is different is how all of this information is
displayed and discussed. Students understood that they were working to gain XP to hit
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 21
level 12, because once they hit level 12 they were “safe” and could not fail the class. They
could progress upwards and earn a higher grade, but they could not go backwards. This
point of perpetual gain and not loss was of central importance to students, as will be further
discussed later. For both students and teachers, the change in philosophy involves the
idea that if students have done 70% of the class work over a quarter, they have earned
their C, and failing a test should not penalize them for the work they’ve already done;
however that test can be seen as an opportunity to move forward and reach an even higher
grade.
Perks
In the Level Up system, reaching a new level is not only a marker of progress toward
a letter grade. Levels also award “perks.” Starting at level 1, every two levels students
earned a perk. Perks can be thought of as coupons, or currency, for the classroom. In
games, perks are bonuses that help the player’s character become stronger. In this
experiment classroom, perks were used by students to make their learning experience
better or more efficient, and possibly to gain something nice for themselves! Perks are
stickers that go on the student’s “gamecard,” or achievement tracker (see Appendix C for
an example gamecard). Students can choose to use perks at any time, to gain rewards
that help them in class. Students can earn a maximum of ten perks in a quartera perk
every two levels comes out to 10 total perks for 20 total levels. See the table below for a
list of rewards students could purchase.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 22
Table 2: List of Rewards for Perks
Rewards for perks ranged from basic school supplies such as pencils, highlighters
and notebooks to quality of life items such as water bottles, use of headphones during work
time and additional hall passes. Two rewards in particular stood out among the list for
many students, including a 100 XP bonus to their grade, and an entry into the
endofquarter gift card drawing. Two $25 Visa gift cards were purchased, one for each
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 23
class, and if a student chose to he/she could pay three perks to gain a ticket into a lottery
drawing for the gift card. As will be discussed in more detail later, some perk rewards
were quite popular (such as XP bonuses and music at work time), while others only had a
single student purchase them (additional hall pass and hand sanitizer, among others).
Students were also able to earn “class perks.” These were classwide rewards that
unlocked only after every student reached a certain level. As shown in the perks chart (full
chart in Appendix D), class perks were available once the whole class reached level 5,
level 10, level 15, and level 20. The initial thought with these class perks was that higher
level students would try to help those at lower levels in order to gain those rewards.
However, while it might have been a good idea in theory, the class perk system was not
effectivestudents never mentioned it, and far too many students rarely showed up to class
and never even reached level 5 by the end of the quarter. In a later section future changes
to the Level Up system will be discussed; class perks is one of those changes.
Achievements
The last element of the Level Up system is the achievements. Achievements are
prevalent in video games today, with players earning badges or icons with certain
descriptions as they complete various tasks or objectives. Typically, players can show off
their achievements to others with a page dedicated to this endeavor. In essence,
achievements are a way to entice the player into progressing further, and being able to
numerically or visually display their accomplishments. In the Level Up system used in this
classroom, students earned achievements for completing various objectives related to their
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 24
learning (see Table 3 and Appendix E for a list of the achievements). As students
completed tasks (such as an attendance streak or completing a set number of news
articles) they were rewarded with a badge (again, a sticker) that the students then placed
on their gamecard along with their perks. Each achievement has a name, description, and
unique badge design.
Table 3: List of Achievements
Achievement Name Description Badge
Ace! Complete a test or quiz with no mistakes
Civics Mayor Achieve Level 5
Civics Governor Achieve Level 10
Civics President Achieve Level 15
Barack Obama Achieve Level 20
Congressman/Congresswoman
Help another student who is struggling
or
Popular Politician Parent or guardian attends parentteacher conferences for Civics
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 25
Supremacy Impress Mr. Lance with something
4/4 Attend class Monday through Thursday without missing a day
Two And Counting! Attend two straight weeks of school without missing a day
Big Ten Complete ten daily assignments
20/20 Vision Complete twenty daily assignments
Informed Citizen Complete two Articles of the Week
News Master Complete five Articles of the Week
Commander In Chief Gain all Civics achievements
Students also received a second copy of their badge to put on the class
leaderboard. The leaderboards are large drawings of the White House (it is Civics class,
after all!), one for 3rd period and one for 6th period. By placing a copy of their badges on
the class leaderboard, students could show off the progress of the whole class while
staying anonymous. Students could always check the competition between the two
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 26
classes by the number or type of achievements posted on the leaderboard, but they would
never feel embarrassed or shamed by seeing (or not seeing) their name displayed.
Please see Appendix F for a gallery of pictures including: student gamecards,
leaderboards, students placing their achievements on the leaderboards, and students
showing off their gamecards.
Data Collection
As mentioned at the beginning of this paper, the primary data to be gained from the
Level Up system was student attendance, turnin rate of assignments, and overall grades.
In addition to these quantitative measures, student thoughts and reactions were also
tracked. Combined with personal reflections, these various types of data would show a
complete picture of how the system worked during the quarter.
Attendance, assignments, and grades were all tracked in a single spreadsheet (see
Appendix G). Each week of the quarter the total number of students enrolled in the class
was recorded, as well as the total number of students present that week. An attendance
percentage was then calculated. As the quarter progressed, all of the weekly percentages
kept adding up and finally yielded an overall attendance percentage for the tenweek
quarter. Assignments were recorded in the same manner, by multiplying the number of
assignments given in a week (not counting warm ups or tests; only daily classwork) by the
total number of students and then counting how many assignments had been turned in that
week. Again a percentage was found, yielding a weekly percentage of assignments turned
in. (It is worth noting that assignments were counted from Monday to Monday, giving
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 27
students a chance to complete their last assignment over the weekend and turn it in
Monday. After that Monday, no further assignments were counted even if they were turned
in. This rule was followed consistently in both quarter 2 [with the control class] and quarter
3 [with the Level Up classes]). At the end of the quarter, the percentages of assignments
were all added together to find a total percentage of weekly assignments completed.
For overall grades the numbers of A, B, C, D and F scores were recorded at the
end of each week, for each class. This was possible for the Level Up classes even though
the students spent most of the quarter at a level not high enough to pass; one can simply
divide to calculate what the overall percentages were at the time, giving a letter grade
based on the standard baseten scale. The most important data concerning letter grades
came at the end of each quarter, comparing how many students had which letter grades,
and how many passed compared to failed. All of this dataattendance, assignments
turned in, and gradeswas compared to quarter 2 statistics (the class that did not use the
Level Up system), which were recorded in the exact same manner.
To collect data concerning student thoughts and opinions, a survey was
administered around week 8 of quarter 3 to both of the Civics classes (Appendix H). This
survey had a quantitative portion which had students respond to statements with a 1, 2, 3 or
4 rating; as well as a qualitative portion where students were able to write their thoughts
about various aspects of the Level Up system. The surveys were entirely anonymous;
students were not required (or encouraged) to write their name on the paper; nor was their
grade going to be affected by their responses. To compile responses, quantitative data
was entered into a spreadsheet and the total numbers of 1s, 2s, 3s and 4s were tabulated.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 28
For the qualitative data a summary sheet was created with a wide range of student
opinions, from good to bad and from thoughtful to simple.
In addition to student achievement and student thoughts data, a spreadsheet was
created to track perks and achievements throughout the quarter (Appendix I). This
spreadsheet served two purposesfirst, it allows the teacher to sit down with a student and
double check that they had all of the correct perks and achievement badges; second,
information about student use of perks was able to be summarized, as well as which
achievements were the most or least commonly earned. For each student, a record was
kept of how many perks they had been given, how many perks they had used, which items
they had purchased, and which achievements they had earned. Please note that this chart
was only added to when a student was present and was talking with the author about their
perks or badges (such as a personal conference), and thus not all of the data is present.
Many students who were rarely present may not have exactly accurate data in this tracker.
The tracker was meant to be used as a tool to keep a record of what had been given to
students, and if the students were never there to receive their perks or badges, then that
information might not be in the spreadsheet.
Lastly, throughout the quarter the author kept a personal journal of sorts, describing
thoughts and reactions as the system unfolded. Information about successes, failures,
needed improvements, student suggestions, reflections on what worked surprisingly well,
what crashed and burned, and issues that came up from students that were not previously
thought of were all recorded. This data was collected informally, usually written at the end
of the day, and was used mostly for personal reflection but also as a place to keep notes
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 29
and suggestions for future improvements.
Findings
The principal findings of this study fall into two categoriesthe quantitative data that
shows how attendance, assignments, and grades were affected by the Level Up system;
and the qualitative data in the form of student thoughts and opinions concerning the system.
The quantitative data compares student achievement from quarter 2 (using the standard
grading system) and quarter 3 (using the Level Up system). The qualitative survey data is
not compared to quarter 2; it stands alone and shows student impressions and reactions to
the system.
The data taken from quarter 2 involved a single Civics class during a ten week time
period. The class started with 30 students, and ended with 20 students due to drops and
changed schedules. Quarter 2 included the Thanksgiving week, which skewed the data
slightly due to low student attendance during the two days before break started. There was
also one week of no data, due to two very snowy days and two instructor sick days. Lastly,
quarter 2 involves a single displaced week that happens after a 2week winter break.
These are some of the qualifiers for quarter 2.
The data taken from quarter 3 involved two Civics classes during a ten week time
period. Period 3 started with 26 students and ended with 23. Period 6 started with 28
students and ended with 23. Therefore, 46 total students are involved in the final data.
Quarter 3 included a TCAP week where 9th and 10th graders were often not present due
to testing, as well as two instructor sick days. Therefore, some inconsistencies exist in the
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 30
quarter 3 data, just like that of quarter 2.
Attendance, Assignments and Grades
The three most important student achievement statistics tracked during this
experiment were attendance, assignments turned in, and grades. The same statistics
were tracked on a weekly basis for both quarter 2 and quarter 3. The table below
summarizes this quantitative data.
Table 4: Comparing Attendance, Assignments, and Grades Between Q2 and Q3
Data Type Quarter 2 (Control)
Quarter 3 (Level Up) Change
Attendance 55% 72% (3rd P.) 60% (6th P.)Average: 66%
11% Increase
Assignments Turned In
47% 48% (3rd P.) 32% (6th P.)Average: 40%
7% Decrease
Final Grades 13 Pass, 7 Fail1.9:1 Ratio
29 Pass, 18 Fail1.6:1 Ratio
0.3:1 Ratio Decrease
Concerning attendance, the one Civics class in quarter 2 averaged 55% over the
ten week period. In quarter 3, one Civics class averaged 72% and the other averaged
60%. The average for both classes in quarter 3 was 66%, which results in an 11%
increase from quarter 2.
Concerning assignments turned in, the quarter 2 Civics class completed 47% of
their assignments within the one week time limit. The quarter 3 classes completed 48%
and 32% of their assignments, averaging at 40% for the two classes. This results in a 7%
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 31
decrease from quarter 2.
Concerning final grades, the quarter 2 Civics class ended with 13 students passing
and 7 students failing. This comes out to a 1.9:1 ratio. The quarter 3 classes combined to
have 29 students pass, and 18 students fail. This ratio is 1.6:1. Therefore, the quarter 2
ratio is higher by 0.3.
Using all three of these data points, the following conclusions can be made
comparing quarter 3 and quarter 2:
Attendance with the Level Up system increased by 11%.
The percentage of assignments turned in under the Level Up system
decreased by 7%.
The pass/fail ratio using the Level Up system decreased by 0.3, from 1.9:1
pass:fail to 1.6:1 pass:fail.
Perks and Achievements
Throughout quarter 3 all information regarding perks and achievement badges in
both Civics classes was tracked. This data cannot be compared to quarter 2, because
neither of these systems were present for classes prior to this experiment. Therefore,
these findings are not comparative but are simply informative regarding the general results
of the Level Up system.
From the perk and badge tracker (Appendix I) the following conclusions can be
seen:
Across both classes, students earned 270 total perks.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 32
Students used 189 perks.
The most purchased item was bonus XP (30 students), followed by water
bottles (10 students) and music during work time (9 students).
The top three achievements earned in both classes were Mayor (reach level
5; 42 students); Big Ten (complete ten assignments; 38 students); and 4 For
4 (attend class all four days of a week; 35 students).
Survey Data
A survey was administered to all students during week 8 of quarter 3 (Appendix H),
which included both quantitative and qualitative responses. The full survey responses can
be seen in Appendix J. Summarized here are the most important numerical data, and an
brief overview of student responses.
Students were asked to respond to thirteen statements about the Level Up system.
Many questions were simple comprehension queries, such as “I know what experience
points are” and “I like using experience points.” Students were asked to respond on a 14
scale, where 1=No!; 2=Kinda Sorta; 3=Pretty Well; and 4=Yes!. The most important
statements for this research were:
1. The Level Up grading system has motivated me to improve my attendance.
2. The Level Up grading system has motivated me to turn in my assignments.
3. The Level Up grading system has motivated me to get a higher grade in class.
The results of these statements can be seen in the table below.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 33
Table 5: Summary of Student Responses Concerning Motivation
Statement 1 (No!) 2 (Kinda Sorta) 3 (Pretty Well) 4 (Yes!)
#1 (Attendance) 0 (0%) 6 (18%) 5 (15%) 23 (68%)
#2 (Assignments) 1 (3%) 3 (9%) 4 (12%) 26 (76%)
#3 (Grades) 1 (3%) 3 (9%) 4 (12%) 26 (76%)
We can see that students overwhelmingly responded positively to the Level Up system
affecting their motivation across all three categories. For attendance, 68% of students
said that the Level Up system motivated them to improve; 76% of students reported that
the Level Up system motivated them to turn in more assignments; and 76% of students
said that the Level Up system motivated them to get a higher grade in class. Other relevant
data includes: 77% of students said that they like the Level Up grading system, and in
general, students reported that they understood and liked the perk system more than levels
or achievements.
A more complete list of student comments can be found in Appendix J, but shown
below is a short sample of written responses from both Civics classes:
“I like the idea about the level up grading system because it reminds me of ‘Call of
Duty’.”
“The level up grading system is fun and keeps the class entertaining.”
“I like the fact that once you reach a level you cannot go down only up.”
“It’s hard to keep track of what badges or perks you should have.”
“Achievements are motivating because you can see who is like at a higher ranking.”
In general, student written responses were positive about the system, but there were a few
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 34
that mentioned the difficulty of keeping track of everything, or that achievements didn’t
serve much of a purpose. Overall however, students seemed to enjoy the system and
reported that they liked having it as a part of class.
Discussion
The Level Up system certainly had its ups and downs throughout the quarter. As
can be seen from the data above, some aspects of student achievement were positively
affected, and others were not. It is important to realize that this new system will take more
than one quarter to become as effective as it can be. However, by combining the
quantitative data concerning student achievement and the qualitative data concerning
student thoughts and opinions, there are a number of results to celebrate from
experimenting with this system.
Positives of the Level Up System
Starting with what worked, the first positive statistic is attendance. Overall
attendance in quarter 3 increase by 11%. This is an excellent outcome, especially in a
school that struggles with consistent attendance. While it is difficult to know for certain
whether the Level Up system can be directly responsible for this increase, the student
survey results suggest that it helped. From the survey, 68% of students recorded the
highest rating to the statement of whether the Level Up system motivated them to attend
class more often. If we combine the highest and second highest rating of that question, a
total of 83% of students reported that the system positively affected their attendance.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 35
Therefore, combining this survey data with the 11% increase in attendance, we can
tentatively conclude that the Level Up system directly affects students’ motivation to attend
class.
Continuing with the survey, students also overwhelmingly reported that the Level Up
system motivated them to turn in more assignments and earn higher grades in class. If we
again combine the two highest ratings for each statement, 88% of students reported that
the system motivated them to turn in more assignments, and 88% also reported that the
system motivated them to earn higher grades. However, there is an apparent disconnect
between what students reported on their surveys, and what actually happened in the
classroom concerning assignments and grades. In quarter 3 students on average turned in
7% fewer assignments than in quarter 2, and earned on average slightly lower grades. It is
difficult to know for certain what effect the Level Up system had on these results. For
example, the students in quarter 2 and quarter 3 are different, and different students have
various learning styles, issues at home, or any number of other factors affecting their
academic performance. Therefore it is difficult to connect the Level Up system to
decreased academic performance. It is very important to know that 88% of students find
the Level Up system motivational, because the school is dealing with students who in
general lack academic motivation. While assignments and grades may have decreased
from quarter 2 to quarter 3, there is a very real possibility that many students did turn in
more assignments, or earn a higher grade than they would have previously. Without using
the exact same students in a perfectly controlled setting, it is impossible to know for
certain. That is why it is worth reiterating that the survey results suggest that the Level Up
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 36
system is motivational, even if that motivation means turning in a few more assignments
than the student might have otherwise.
Other positive indicators from the surveys concern the ideas of forward progression,
the perks, and the achievements. The comment that kept coming up on the surveys had to
do with the idea of moving forward and not backward. Many students wrote that their
favorite part of the Level Up system was that they could not go backwardsonce they had
reached a new level, they were “safe” and could only move up, not down. This sentiment
was repeated over and over by students weekly. As discussed earlier in this paper, one of
the central paradigm shifts of this gaming system involves the idea of gaining and not
losing, which is exactly what students responded to. Students reported that they knew what
level they wanted to achieve to get the grade they desired, therefore they knew exactly what
to work for and did not have to fear falling backward. From the perspective of the teacher,
it was very refreshing to see students react as they saw their new experience point gains or
new levels and always respond with excitement, rather than the more usual glum reactions
seeing that their new percentage is lower than the last time they checked.
Regarding perks and achievements, many students reported that they enjoyed
earning rewards in class, and that the perks allowed them options for making their
classroom experience better; while the achievements provided motivation and a sense of
positive reinforcement for completing their tasks. Several students also mentioned that the
achievements on the leaderboards gave a sense of competition that helped the class work
better. On the survey, students reported that in general they understood and liked the perk
system more than levels or achievements. Very few students rated any elements of the
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 37
Level Up system at the lowest ranking.
Based on the above discussion, the positive aspects of the Level Up system during
quarter 3 can be summarized as follows:
Overall attendance increased by 11%.
Students overwhelmingly (83%88%) reported that the Level Up system positively
affected their motivation concerning attendance, assignments, and grades.
The most frequent student comment on surveys, and a subject that came up in class
very often, had to do with the idea of forward progression, where students gained
experience points and levels, but never lost them.
Students reported understanding and liking using perks and achievements in class.
Difficulties of the Level Up System
There were a number of data points and reflections that suggest the Level Up
system may not have worked positively for everyone. Beginning with the quantitative data,
the two negative points concern the assignment turnin rate and overall grades. As shown
in the data above, from quarter 2 to quarter 3 the percentage of assignments turned in on a
weekly basis decreased by 7%. Similarly, the final grades decreased from a 1.9:1
pass:fail ratio to a 1.6:1 ratio. Therefore, it is tempting to conclude that the Level Up
system caused students to turn in fewer assignments and earn lower grades. However,
based on some of the qualifiers discussed above, this conclusion may not be accurate. It
is very difficult to directly link the Level Up system with specific gains or losses in statistics.
For example, students overwhelmingly reported that the Level Up system increased their
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 38
motivation to turn in assignments and earn higher grades (88% of students marked a 3 or 4
rating on the survey), however the numbers show that assignments and grades decreased
from quarter 2. Again, with different students facing different challenges, it is difficult to
make definite comparisons. The author firmly believes that many students in quarter 3 did
in fact turn in more assignments or earn higher grades than they might have otherwise,
because of their motivation through the Level Up system.
Another qualifier comes from the disparity between the two Civics classes in quarter
3: the data shows great gains for 3rd period (72% attendance, 48% assignments turned in,
and a 2.3:1 pass:fail ratio), compared to decreased achievement for 6th period (60%
attendance, 32% assignments turned in, and a 1.2:1 pass:fail ratio). What could have
caused this? Because 6th period is the last period of the day, did students opt to skip that
class more often? Was it simply that smarter students existed in 3rd period? Answers to
these questions are beyond the scope of this research, but the point is that it is very difficult
to know exactly what affected student achievement in both quarters of this experiment.
From the perspective of the teacher piloting the Level Up system, there were a
number of difficulties and challenges during quarter 3. The idea of wholeclass perks did
not work. Neither Civics class had every student reach even level 5 for the first class perk,
so none were able to be given out. Another problem was with some of the achievements.
There were five achievements that were only earned by either 0, 1, or 2 students.
Therefore the achievement list was “crowded” with very difficult to obtain badges, or
students did not seem to care about earning them. This latter point is a distinct possibility,
because a number of students mentioned on their surveys that some achievements were
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 39
“too hard to get” or that “tracking achievements is too difficult.” Therefore, if students have
a hard time knowing which achievements they can get and which ones they already have, it
will be challenging for them to care as much about the whole achievement system.
Three other difficulties as the teacher involved tracking students’ XP, levels, perks,
and achievements; producing achievement badges; and extra grading. A method was
developed where every two days the teacher would quickly update each student with their
XP and level as the class was working on their warm up assignment. This was quite time
consuming, because it meant having to look up each student before school started, and
manually write down their XP on the roster sheet. Then, if students had earned perks or
achievements, they had to be quickly handed out during this checkin. Problems arose
when students weren’t present, or came in latethey might not get their update, and thus
they might not get their perks or badges. Some students who missed class for several
days in a row (not an uncommon occurrence) might rarely get updates or perks because
they missed the continuous discussion of their progression. It was hard to ask students to
keep track of their own levels and perks, although reminders and “checklists” were offered
as often as possible. In order to make the Level Up system feel alive and enticing, a great
deal of effort was put into constantly showing students their XP and levels, and handing out
perks and badges.
Concerning the badges, much time was spent designing them in a document,
transferring them to label paper, printing them out in color, and cutting them to size. This
last part was extremely time consuming, even with student assistants helping. Each badge
had to be manually cut out of label paper, and achievements required two per student (one
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 40
for their gamecard and one for the leaderboard). Beyond time spent making and cutting
badges, more assignments had to be graded and checked more carefully, due to the XP
system. Putting attendance and warm ups in the gradebook was easy100 XP if a student
was present, and 50 XP if a student completed a warm upbut daily assignments, articles
of the week, and tests really added up to a lot of grading at the end of each day. Add to
this the constant recording of perks and badges in the tracker, and the system was quite
time consuming as a teacher! The next section will discuss ways the author plans to
streamline and simplify the entire process.
Based on the above discussion, the challenging aspects of the Level Up system
during quarter 3 can be summarized as follows:
Overall assignments turned in weekly decreased by 7%.
The pass:fail ratio decreased from 1.9:1 in quarter 2 to 1.6:1 in quarter 3.
Wholeclass perks were never earned by either class.
Some achievements were never earned; possibly due to lack of student awareness
or difficulty in tracking which achievements had already been gained.
Tracking student progress, updating students, producing badges, and extra grading
were all difficulties faced by the teacher.
Limitations
The primary limitations of this study include the sample size, the unpredictable
nature of students, and having to compare two classes of different students. Other
limitations such as time and lack of parental feedback existed as well, but they were of less
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 41
consequence than the three primary limitations. Data from the second phase of the Level
Up system (quarter 4) would be extremely helpful, but due to time restrictions this data
cannot be obtained. Parental involvement and feedback concerning the system would also
be beneficial, but such involvement is not a reality at the school.
Concerning sample size, the quarter 2 control class ended with only 20 students.
Reflecting back on this experiment, a more effective approach would have involved
gathering data from two Civics classes in quarter 2 instead of one, in order to provide
more numbers to compare. When the Level Up system was designed, the plan was to
experiment with only one Civics class during quarter 3, and at the last minute the plan
changed to use two classes. Therefore, data exists from 47 total students in quarter 3, but
only 20 in quarter 2. Ideally, a stronger comparison would come from perhaps 100 total
students each quarter, but that was not possible given the size of the school and timeframe
of the project.
Throughout the ten weeks of a quarter, student behavior can be very unpredictable.
For example, a student will say that they enjoy class and are motivated to pass, and then
not show up for a week straight. Other students will complete half of a daily assignment
and then never finish it, because work seems to never get finished outside of class. Many
students were given progress reports and were allowed to finish missing assignments over
a weekend and then turn the work in on Mondays, and very few ever did. Lastly, there were
several students between both Civics classes in quarter 3 whose attendance was
extremely low (5%), and those students were never dropped so their data pulled down the
rest of the numbers.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 42
The biggest limitation of the study was having to compare sets of classes with very
different students facing very different situations. Students everywhere have issues to deal
with outside of school, but this is especially true at a highly impacted school with 85%
free/reduced lunch. Some students have a calm, structured home life where it is possible
to do homework and stay organized, while other students rarely show up to school with a
backpack, binder, or any materials for class. Some students show up every day while
other students go missing for weeks at a time. A common problem is weather: many
students do not have a way to get to school when the temperature drops or there is snow
on the ground, or they lack the motivation to take the three busses and two hour trip to get
to school (it’s hard to blame them). Other students will show up to school no matter the
weather, and never make excuses. Therefore, it is very hard to compare classes and
attribute student achievement to a single factor such as the Level Up system.
Concerning the specific classes in quarter 2 and quarter 3, a large difference can
be seen among all three. In general, the quarter 2 class would be considered a “middle of
the road” class by the standard of other classes at the school. The 3rd period class during
quarter 3 would be considered a “high performing” class based on pass rates, MAPS
scores, or other school measures. Lastly the 6th period class during quarter 3 would be
classified as a “low performing” class based on attendance and overall pass rates.
Therefore, it is quite difficult to say with any certainty whether or not the Level Up system
directly impacted the quantitative data such as attendance, assignments turned in, and
grades. The survey data with student thoughts is quite important, however, because a
student marking “yes!” to the statement “The Level Up system has motivated me to
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 43
increase my attendance” completely depends on that students’ prior attendance track
record. Motivation can be quite different from one student to anotherperhaps one
student’s idea of motivation is to not miss a single day during the quarter, while another’s
idea is to come to class two days per week instead of one. In this way, the survey data is
very helpful because it allows students to show how the Level Up system affects them
personally, which may not necessarily show up in the overall numbers of the achievement
data.
Next Steps
Even though a significant part of the data was not positive, the author is confident
that the Level Up system is a valuable change for students. If the survey data is any
indicationand there is far more data from informal questioning of the classesthen it is
clear that students enjoy and find value in the Level Up system and want to continue using
it. In fact, other classes which do not currently use the Level Up system have heard about it
from their peers and often ask me about starting it for their class. It is highly likely that using
the Level Up system again in quarter 4 will yield more positive results, as students now
understand the system, know what to expect, and will not be taken aback by its presence.
Similarly, as the teacher, knowing the system and what to expect will certainly be
beneficial! The system will be changed to make it more streamlined and userfriendly, both
for the teacher and the students. Positive changes in both Civics classes are expected in
quarter four.
The Level Up system is not quite ready to be available for all classes. The system
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 44
will stay for the two Civics classes, and those classes will have a fresh start. The students
involved will be the same with only a few exceptions, so there should be little in the way of
teaching the system. Students will start at level 0 again, with new leaderboards, and work
their way up through the levels earning perks and achievements. Students will be earning
mostly the same items, however the system is being tweaked to better serve their needs.
Changes to the Level Up system include: taking out some of the lessearned
achievements; modifying some achievements; creating new badge icons; changing the
rate at which students gain perks; changing the value of perks; and removing wholeclass
perks. The syllabus for quarter 4 can be seen in Appendix K, with the new information
concerning perks and achievements. There are going to be twelve achievements instead
of fifteen, which keeps the list a bit more concise and manageable for students. The
achievements are going to be focused on the more accessible and less obscure
categories. Additionally, a crosscurricular approach with the graphic design class during
quarter 3 has resulted in new badge icons created by students. There exists a whole new
set of badge icons for each achievement, which will hopefully add to student buyin knowing
that they had a hand in creating part of the system. Lastly concerning the achievements, in
order to cut down on the time spent producing them the parameters of the badge icon have
changed to fit an address label which can be easily printed and peeled off. Therefore, no
more cutting out badges!
Regarding perks, students will be awarded one perk for each level they gain. This
will simplify the update process, as the teacher will be able to quickly find out if a student
has all their perks, since their level number will equal their total perks. Additionally, if
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 45
students are leveling up every 23 days, more perks will be handed out which leads to a
greater sense of accomplishment and progression. This is a strong changeit should be
easier for students to feel like they are earning and gaining, not harder! In order to balance
the rate at which students earn perks and the rewards they can buy, the number of perks
required to buy certain rewards will be changed (see Appendix K). Many of the simpler,
school suppliestype rewards are worth one perk (these are the rewards that were seldom
purchased); nicer items like binders, water bottles, and XP bonuses are worth two perks;
and five perks are required to buy the higher end items like the school tshirt or entry into
the gift card drawing. Lastly, wholeclass perks will be removed altogether. This change is
for two reasons. First, due to the nature of the classes it is unreasonable to expect that
every student will reach even the first cutoff point (level 5); and second, there was not a
single student commentverbally or on the surveysabout class perks, which leads to the
conclusion that students did not put much stock into them.
Even though the numbers will not be used for this research paper, data will still be
collected through quarter 4. It is worth knowing if students do a bit better now that they
know the system, and know what to expect. The data to be recorded includes: weekly
attendance and assignments turned in; final grades; a list of items purchased by students;
and achievements earned. These numbers will then be compared to those of quarter 3 in
order to see whether or not the system worked more effectively. A similar survey will be
administered toward the end of quarter 4, modifying the questions to have students
respond in a reflective manner comparing their comfort level and performance with the
Level Up system in quarter 3 vs. quarter 4. The goal is to see more positive results, while
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 46
staying aware of the many other factors at work when it comes to student achievement and
performance.
Conclusion
The Level Up gaming system was developed by the author, drawing on the work of
other teachers around the country, in order to examine student achievement in a new
grading environment. The primary difference between the Level Up grading system and a
traditional system is that students are constantly progressing and never moving backwards.
Students are given many opportunities to gain experience points, level up, unlock perks,
and earn achievements. Many students growing up today are familiar with game
mechanics, and implementing those elements in the classroom makes learning more
interesting, engaging, and motivating.
This study compared a class period using a traditional grading model with two class
periods using the Level Up system. Student achievement varied, including an 11%
increase in attendance but a 7% decrease in assignments turned in, and a slightly lower
pass:fail ratio. However, students overwhelmingly reported that they enjoyed and preferred
the Level Up system to their other grading systems, and many described how the sense of
forward progression and rewards of perks and achievements made the class far more
interesting and entertaining. Many students found success with the system, including
several who were calculating their experience points daily and double checking their levels
with methis is exactly the type of engagement this study aimed to improve.
Being at a school with highly impacted populations, a classroom system that adds
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 47
motivation and incentive to schoolwork is especially important. An innovation such as
turning the classroom into a game has the potential to captivate students who might
otherwise be unmotivated to perform in school. While others may argue that using perks
and achievements may be a form of bribery, one could argue that the world today is
becoming increasingly rewarddriven, from the work force to gyms to diet plans to mobile
phone games. In the 21st century students are expected to reflect on their performance
and calculate what is needed to get to the next stage; why not bring those aspects into the
classroom in order to better prepare this generation for that world?
The future of gamification will be played out in classrooms all over the country in the
coming years. There are many ways that teachers can implement ideas seen here, or
come up with ideas of their own, that work for their specific students. Whether the students
have access to games at home or whether they are students who may not be as
experienced, the basic ideas of forward movement, clear and concrete measures of
success, rewards, and achievements are enticing and beneficial to us all. As McGonigal
(2013) points out: “..games are interactive and engaging. It’s no wonder they are so
pervasive with both children and adults!”
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APPENDIX A: QUARTER 3 SYLLABUS
Welcome to Mr. Lance’s Civics class! You begin at Level 0 You will gain Experience Points (XP) by completing assignments, attending class,
and tests As you gain XP you will level up, and unlock perks for yourself or the class Daily assignments are worth 100 XP, daily attendance is worth 100 XP, and warm
ups are worth 50 XP Therefore, each day you can earn a maximum of 250 XP Tests are worth anywhere from 500 1000 XP
Here is the Level and Experience Point table:
Level Experience Points
Grade Equivalent
Perk
1 500 One Individual Perk Coupon
2 1000
3 1500 One Individual Perk Coupon
4 2000
5 2500 One Individual Perk CouponClass Perk #1
6 3000
7 3500 One Individual Perk Coupon
8 4000
9 4500 One Individual Perk Coupon
10 5000 Class Perk #2
11 5500 One Individual Perk Coupon
12 6000 D
13 6500 One Individual Perk Coupon
14 7000 C
15 7500 One Individual Perk Coupon
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 49
Class Perk #3
16 8000 B
17 8500 One Individual Perk Coupon
18 9000 A
19 9500 One Individual Perk Coupon
20 10000 Class Perk #4
What are Individual Perks? Perks are bonuses that help you in class You earn one perk every 2 levels. You may choose to use them at any time, or keep them
for later use
Here is the list of Individual Perks:
Perks Available for One Coupon
Four pencils
Three pens (black ink)
Two highlighters (your choice of color)
Two notebooks (your choice of color)
One threering binder
One water bottle
One bottle of hand lotion
One bottle of hand sanitizer
Use of headphones during work time (one full week)
Choice of music for class music (if class perk is unlocked)
Onetime 100 XP bonus
One additional hall pass
Perks Available for Three Coupons
NAS Tshirt of choice
Entry into the end of quarter gift card drawing (two cards, $25 each)
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 50
What are Class Perks? Class Perks are rewards that the entire class earns when everyone reaches a certain level
Here is the list of Class Perks:
Class Perk Description
#1 (at class level 5) Every student receives a 200 XP bonus, effective immediately.
#2 (at class level 10) Students can request for Mr. Lance to play music during work time. Students may vote each day on whether they want music or not.
#3 (at class level 15) Mr. Lance must bring food and drink for the entire class, on a day of the class’s choosing. The class may vote on the type of food and drink. Mr. Lance reserves the right of final decision regarding appropriateness and cost.
#4 (at class level 20) The class may take Mr. Lance outside after school on a day of their choosing, and either 1) throw water balloons at him without resistance; or (if applicable) 2) throw snowballs at him without resistance.
What are Achievements? Achievements are rewards that you gain for completing certain tasks An achievement is a badge that you earn for reaching a goal There will be a class leaderboard of all students who earn achievements
Here is a list of the Civics Achievements:
Achievement Name Description Badge
Ace! Complete a test or quiz with no mistakes
Civics Mayor Achieve Level 5
Civics Governor Achieve Level 10
Civics President Achieve Level 15
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 51
Barack Obama Achieve Level 20
Congressman/Congresswoman
Help another student who is struggling
or
Popular Politician Parent or guardian attends parentteacher conferences for Civics
Supremacy Impress Mr. Lance with something
4/4 Attend class Monday through Thursday without missing a day
Two And Counting! Attend two straight weeks of school without missing a day
Big Ten Complete ten daily assignments
20/20 Vision Complete twenty daily assignments
Informed Citizen Complete two Articles of the Week
News Master Complete five Articles of the Week
Commander In Chief Gain all Civics achievements
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APPENDIX B: EXPERIENCE POINTS & LEVELS CHART
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APPENDIX C: GAMECARD, BADGES & PERK ICONS
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APPENDIX D: LIST OF PERKS
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APPENDIX E: ACHIEVEMENT LIST
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APPENDIX F: PHOTOS OF STUDENTS, GAMECARDS & LEADERBOARDS
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APPENDIX G: ACHIEVEMENT SPREADSHEET
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 59
APPENDIX H: STUDENT SURVEY
Survey Civics Level Up Grading System
Directions: Read each statement and check the box that best matches your opinion or feeling. This will NOT affect your grade! It is only to help me make the class better! Please be honest.
Statement No! Kinda Sorta
Pretty Well
Yes!
1. I know what the Level Up grading system is all about.
2. I like the Level Up grading system.
3. I know what Experience Points are.
4. I like using Experience Points in class.
5. I understand what Levels are.
6. I like using Levels in class.
7. I understand what Perks are.
8. I like using Perks in class.
9. I understand what Achievements are.
10. I like having Achievements in class.
11. The Level Up grading system has motivated me to increase my attendance.
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 60
12. The Level Up grading system has motivated me to turn in my assignments.
13. The Level Up grading system has motivated me to get ahigher grade in the class.
14. Please tell me what you LIKE about the Level Up grading system.
15. Please tell me at least one thing you DON’T LIKE about the Level Up grading system.
16. If you had to choose between the Level Up grading system, and a normal A, B, C, D, F grading system, which would you choose and why?
17. Do you know what you can buy with Perks? Make a list of as many things as you can remember.
18. What is your opinion of Achievements? Are they fun? Pointless? Motivating? Don’t Care?
19. Any last thoughts or ideas for me? THANK YOU!!
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APPENDIX I: PERK & BADGE TRACKER
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APPENDIX J: SURVEY DATA & SUMMARY OF RESPONSES
“I like the idea about the level up grading system because it reminds me of ‘Call of Duty.’”
“The level up grading system is fun and keeps the class entertaining.”
“Achievements feel nice, being awarded for trying and hard work.”
“Achievements are pointless.”
“I like the fact that once you reach a level you cannot go down only up.”
“Achievements are motivating! Every time I get an achievement I feel like I’m getting rewarded for doing something that is my responsibility!
“It’s hard to keep track of what badges or perks you should have.”
“[Achievements] are fun! You get a badge for doing something good. It’s like you are actually acknowledging the work we do.”
“I love it because it encourages us to do better and compete with people to see who has the highest grade.”
“Achievements are motivating because you can see who is like at a higher ranking.”
“[Achievements] are fun because it’s like elementary you get stickers when you do something good.”
“I like that I can buy stuff.”
“As soon as you get a level you can not go down. You can only keep moving forward.”
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 63
APPENDIX K: QUARTER 4 SYLLABUS
Welcome to Mr. Lance’s Civics class! You begin at Level 0 You will gain Experience Points (XP) by completing assignments, attending class,
and tests As you gain XP you will level up, and unlock perks for yourself or the class Daily assignments are worth 100 XP, daily attendance is worth 100 XP, and warm
ups are worth 50 XP Therefore, each day you can earn a maximum of 250 XP Tests are worth anywhere from 500 1000 XP
Here is the Level and Experience Point table:
Level Experience Points
Grade Equivalent
Perk
1 500 One Individual Perk Coupon
2 1000 One Individual Perk Coupon
3 1500 One Individual Perk Coupon
4 2000 One Individual Perk Coupon
5 2500 One Individual Perk Coupon
6 3000 One Individual Perk Coupon
7 3500 One Individual Perk Coupon
8 4000 One Individual Perk Coupon
9 4500 One Individual Perk Coupon
10 5000 One Individual Perk Coupon
11 5500 One Individual Perk Coupon
12 6000 D One Individual Perk Coupon
13 6500 One Individual Perk Coupon
14 7000 C One Individual Perk Coupon
15 7500 One Individual Perk Coupon
16 8000 B One Individual Perk Coupon
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 64
17 8500 One Individual Perk Coupon
18 9000 A One Individual Perk Coupon
19 9500 One Individual Perk Coupon
20 10000 One Individual Perk Coupon
What are Individual Perks? Perks are bonuses that help you in class You earn one perk every level. You may choose to use them at any time, or keep
them for later use
Here is the list of Individual Perks:
Perks Available for One Coupon
Two pencils
Two pens
One highlighter (your choice of color)
One notebook (your choice of color)
One bottle of hand lotion
One bottle of hand sanitizer
One additional hall pass
Perks Available for Two Coupons
One threering binder
One water bottle
Use of headphones during work time (one full week)
Onetime 100 XP bonus
Perks Available for Five Coupons
NAS Tshirt of choice
Entry into the end of quarter gift card drawing (two cards, $25 each)
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 65
What are Achievements? Achievements are rewards that you gain for completing certain tasks An achievement is a badge that you earn for reaching a goal There will be a class leaderboard of all students who earn achievements
Here is a list of the Civics Achievements:
Achievement Name Description Badge
Civics Mayor Achieve Level 5
Civics Governor Achieve Level 10
Civics President Achieve Level 15
Barack Obama Achieve Level 20
Ace! Complete a test or quiz with no mistakes
4/4 Attend class Monday through Thursday without missing a day
Two And Counting! Attend two straight weeks of school without missing a day
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 66
Big Ten Complete ten daily assignments
20/20 Vision Complete twenty daily assignments
Informed Citizen Complete two Articles of the Week
News Master Complete five Articles of the Week
Commander In Chief Gain all Civics achievements
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 67
APPENDIX L: HRC APPROVAL
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APPENDIX M: PARENT CONSENT FORMS
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LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 71
LEVEL UP! USING ELEMENTS OF GAMING IN THE CLASSROOM GRADING SYSTEM 72
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