Before this course, if you asked me if I was a gamer I would have said no. Now I think you can’t exist without being a gamer whether you think so or not. Gamification is the application of features that are traditionally part of games; like competition (PvP, PvE, or PvC) achievement recognition (badges, etc) goal and progress tracking, and more to nongame activities like classroom learning and professional development. Gamification has been leveraged by education institutions as well as businesses for a long time. I remember being in school and getting team points, the teacher charting them for all to see. Or how’s about the marble jar for class rewards? Outside the classroom, a punch card that tracks how many car washes and after 9 you get the 10th free. Even my Civic Hybrid has a point tracking system and you get more leaves the more economically you drive. Speaking of gas I use a certain credit card that earns triple the points. With technology, this is all tracked in apps with notifications and social media to bring in the collaborative and competitive piece but the principle is the same. “Game companies face an interesting problem, a problem that schools face as well: How to get someone to learn something that is a challenge and requires persistence” JPGee. This gets back to the spirit of good game design and good learning. If we can get down to the fundamentals of good game design. Good games really guide the learner in learning the context of the game through challenging but doable tasks. Good gaming also promotes good communication and collaboration. Even Individual player games find the players talking about the game and strategies. Searching youtube and chat rooms. Gaming provides the platform for students to learn how to communicate, problem solve, and apply prior knowledge. Today I asked my students, “What games are you playing? You can’t repeat and you can’t say Fortnight because I already know that.” We made it through 34 kids. With everything from games on your phone to major gaming machines. They were all involved with gaming in some fashion When it comes to games in the classroom students are mostly using what they are directed to by teachers. So far I have really only implemented gamification tools in my class like Quizizz and Kahoot. I really want to shift towards trying to do some game-based learning. I am looking into some science simulations or a game like trying to figure out the impact overfishing is having and designing solutions to rebalance the ocean ecosystem. I have also come across some chemistry ones just haven’t had the time to explore them. I love games in the classroom, as long as they are a means to an end to support student learning. In the "How to Choose a Game" article, it suggests to not choose a game because it is "cool" but because it is "fun" and not to meet students where they are but to move them incrementally from one place to another". I also have to remember gaming doesn’t always have to be digital. Like the Interact Units
5 Comments
Rian
5/7/2018 07:54:25 pm
I really like the way you compare adult chores to games- I had never looked at it that way before! It's really interesting the results of your informal study, I am sure that games were incredibly diverse. I would be interested to hear what games you decide to use for Science.
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Benjamin Scinto
5/7/2018 08:31:27 pm
Here is an interesting middle school science one that I came across - Legends of Learning. Notion of "means to an end" and "movement from one place to another" are two statements I can wholeheartedly agree with. That said, there is this part of me that feels like it is all a bit of trickery, or a way to mask the content. I need to get over this as I played the hell out of video games in high school and even in college (007 GoldenEye was our pre-bar entertainment, couple with the high life of course). It is not that I don't think games are fun, but part of me feels they do not resemble anything, and I mean anything we do in the work world.
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Scott Marsden
5/8/2018 06:04:22 pm
Jeff,
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Amanda
5/8/2018 08:55:11 pm
Like you, I would have considered myself a nongamer previous to this course, and I must now reconsider this statement because is it even possible to exist within today's society without gaming? You have truly made me contemplate the amount of gaming that we are participating in on a daily basis. It is incredible to me the amount of gaming being implemented by any and all business institutions unknown to its' participants. I had a very particular definition of what gaming is previous to this course, and I am learning now that gaming is not defined by its' mode of delivery, but rather its' essential principles and foundations. Are incentives employed? Does it tap into the competitive nature of its' players? In education, we must consider what makes a game a "good" game and worth implementation. We must also ask ourselves if whatever gamification our students are taking part in allows students to truly interact with classroom content through collaboration, communication, critical thinking, and creativity. I would also like to implement game-based learning, both digitally and non-digitally!
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Diana Olguin
5/9/2018 07:40:13 am
I had not contemplated before how much gaming we are involved in as adults. Credit cards trick you into earning points to achieve a total amount for the ultimate prize. Coffee shops will issue coffee stamp cards with the gratification of a complimentary cup on the 10th time. I am also interested to know what type of games your students are currently playing on their devices.
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AuthorJeff Albertazzi Archives
November 2018
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