Tuesday, February 9, 2016

Leadership Cohort: Gamification in the Classroom


Read the following article

Choose one of the following questions to address in your blog response


How does this apply to what you teach?
Do you think that “gamification” is a useful motivator for your students?
Do you think gamification enhances or diminishes content presentation? 

15 comments:

  1. I think most good teachers have at least explored gamification in the fact that we know some aspect of fun and competition seems to motivate students. I've considered taking it to the next level in changing grades to points and badges, but I just don't know if it's worth the effort that I'll use to put into it. I could see it motiviating some but would it be the same kids that are already motivated by other factors?
    I've had a few kids that are hugely motivated by things like badges. I remember one that just loved getting badges on Khan academy and would always tell me when he did. It's an interesting concept, but then I tend to come back to the issue of should motivation be intrinsic or extrinsic?

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    1. ...motivated by even ink stamps and stickers!!

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  2. I think gamification can be extremely useful as a motivator for students. I often have parents who tell me that their child (especially male students) really responds to competition and I think that for all students this can really be true. I like the idea of having students work toward tangible goals, and using each of these goals to build up to an ultimate goal. This isn't just a gamification concept, it's a concept in life. I think that kids can find internal motivation in achieving things like badges, solving a problem, and being able to choose their learning path.

    My only hesitation in using gamification in the classroom, as with all technology, is helping students find a balance. Unfortunately, not everything in our curriculum will fit into a game. The question is how do we as educators help kids transfer their gamification skills and learning into these tasks.

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  3. In my classroom, I use a form of gamification I like to call "collaborative competition". Whether my students are collaborating on Google Maps designing an inferred text-based journey or racing by Google Doc tables to achieve the highest level of sentence skill, motivation to demonstrate proficiency and excel as a team is strong. This kind of work does not lend itself to a quiet room with desks in rows, but one which allows for student interaction, movement, and strategizing. I believe that similar engagement elements are designed into online games students play. The drive to see things in motion, work to solve a problem, or achieve a higher skill level can be a strong motivator when channeling students' energy toward a game or when learning new concepts and practicing skills. Finding online games aligning directly to content is not always easy, nor should increased time in a student’s day involve games and gaming. However, we can design lessons and activities with some of the elements of gaming. To emulate some of the conditions student desire in games, we can consider teaming, set time intervals, allow for movement (of students or concepts), analyze and interpret images/video clips, and provide varying levels/paths of attainment in hands-on activities or stations. Providing a tactical challenge of the unknown or an open-ended problem to solve may also increase student engagement and motivation toward an end goal or solution.

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  4. I too have used Lauri Hamill's "collaborative competition" model in the classroom for language arts/writing instruction. HIGHLY MOTIVATIONAL and ENGAGING! And to me, that's what it's all about - not lights, bells, whistles, or even necessarily technology. It's all about getting the kids super excited about learning! I'll be honest, this may mean that the kids don't necessarily sit quietly! For example, in math class, we are always coming up with some kind of challenge that gets the kids literally racing and challenged to work for speed and accuracy - even Math Olympiad problems have turned into something akin to the Superbowl! Of course - everything with moderation...

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  5. I have used Kahoot in my classroom when reviewing for a test. My students go crazy for it, so it’s a motivator when it comes time to review. I think if we played it all the time, it would lose some of it’s excitement. So, I believe that gamification can enhance your classroom, especially as a motivator for students. I laughed while reading the article because I definitely remember playing Oregon Trail, Where in the World is Carmen Sandiego, and Math Blaster… I loved playing the games, and thought of them purely as games, not a learning experience. But I did learn while playing, and that’s the
    point :) I learned to type quickly playing a typing game. As teachers, we often let students play an online math or reading game when they are finished with a task. It’s like a reward for being on task and finishing work. In the end, students are motivated to learn in many different ways, and it’s our job to find those ways and make it happen. Gaming will always be a common motivator whether online or a quick challenge you develop on the spot.

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    1. Take a look at Quizalize. Similar to Kahoot but students can do in individually away from the classroom also.

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  6. I have tried out class craft in the class room but I found out that it was more effort than it was worth. At least for my students. I think each year I try different parts of gamification. However, I more often have found that while it motivates some, many are put off by it. Some don't like if they are not - in their eyes- winning. This brings me back to the idea of extrinsic motivation vs. intrinsic. Maybe I have just not used gamification in a way that I feel has really engaged and motivated my students. I also think age has a big role in this. I teach students at the fifth grade level.

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  7. I agree with a lot of the posts here. I know that students earning points, badges, awards, etc, increase motivation (and competition) in the classroom. I think this can be applied really easily to math, as there are many sites in which students can explore concepts they're interested in, earn a certain level of mastery, and thus earn rewards from that (games, for example). I hesitate to transfer my entire grading system to that, as some kids inevitably might not be motivated by it, but that leads to the bigger, ongoing question of how to motivate all of your children. I think we all know that this is not a one-size-fits-all answer, nor will it ever be. I've used gaming throughout the year in my classroom, and it does seem to appeal - at some point - to most students, so I do think it's worth our time and effort to try. I appreciate what the article said, though, in terms of starting small and trying it in one aspect of your classroom. As always, I think the kids can help US take it from there:)

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  8. I think gamification is an awesome motivator for many students. Most students are very interested in some type of game whether that be Minecraft or Tetris the appeal is still the same. However, it has to be in small doses and the focus not all on winning or the "gamification" in the classroom may lose it's luster.

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  9. Gaming is a reality in today's world. Therefore, a teacher who is looking to connect with students in their world should explore gaming as a possible way to enhance instruction. As many others have said, it is about balance and purpose. Gaming for the sake of gaming or as a modern day "babysitting" like videos can be is of little use. But the right game, at the right time, with the right questions and/or discussion before, during, and after is but another way student can learn.

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  10. Gamification for me is another way to reach kids, but I don't use it all the time. I think it is a great way to meet other learning styles and mix things up. Kahoot has been the newest thing I've tried and the kids really love it. The problem is that when kids make the Kahoots, they make mistakes on the questions and answers and they don't usually go beyond very simple bloom taxonomy level questions. Jeopardy is great for review and the kids are usually very into the game.

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  11. I, too agree with most posts here. Gamification is a fun, light way to mix things. I don't believe though that it should be the most important activity in a meeting with students but, I know that it can relieve some creative energy and motivate students to look at the content in a different way. So, yes, I will certainly try it... in some ways I already do in traditional board games that the students love and this increases their vocabulary in French.

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  12. I believe that the concept of gamification is like many other educational ideas. No one idea is the perfect fit all of the time. After all, we are working with humans, still quickly developing humans, in our students. Good teachers are forever looking for ways to enhance student engagement and learning while keeping in mind the many variables that enter with each class. They don’t give up if one strategy doesn’t work the first time, they modify. They also don’t overuse a strategy just because it worked wonderfully on a previous activity. For me, gamification is like any other strategy and lies within the boundaries of the mantra Dana has at the bottom of her emails, “Keep focused on the desired outcome rather than the technology and you’ll make good decisions.” Here is to good decision making!

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  13. Gamification is something that I feel can be used as a great motivator and engagement tool. I can also see it getting if the way of learning if not used correctly. I can see how some forms of gamification are simple, apply easily to many subject areas, and can easily accomplish a goal while making the task much more enjoyable. I see Kahoot! as an easy example of this. You get the results you need, they get a more enjoyable activity than taking a quiz. Does it work all the time? No, but if used sporadically, it can pique interest and engagement. I think gamification has a place in education with the right students, the right subject, and with a specific outcome in mind. As long as the teacher makes an informed decision about these items, it can be a useful tool to aid in learning.

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