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Gamification

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Improve learning [current generation] Gaming the Classroom. Indiana University, Bloomington Department of Telecommunications T366: Multiplayer Game Design Section 13353 Spring 2010 Email: clsheldo@indiana.edu Description Focus is on massively-multiplayer online games and virtual worlds.

Gaming the Classroom

Students will be introduced to the design elements and production requirements necessary to create and maintain online games. Class time will be divided between fighting monsters (Quizzes, Exams etc.), completing quests (Presentations of Games, Research etc.) and crafting (Personal Game Premises, Game Analysis Papers, Video Game Concept Document etc.). At the beginning of the semester everyone in the class will choose and name their avatars. Grading Procedure You will begin on the first day of class as a Level One avatar. *Your level will be determined by experience points (XP) on a 2000 XP scale. . · Solo: Craft your own game proposal. 1. Grading is rigorous. Attendance and Conduct You are expected to attend every class.

Required TextDesigning Virtual Worlds. The costs to gamify education. In a previous post, I laid out what it means to gamify education (short answer is: incorporate best teaching practices).

The costs to gamify education

If you read that post, it should be pretty clear that those ideas are quite far from our current educational system. Gamifying education means doing so much more than giving kids badges or points when they turn in homework. It requires a massive overhaul of the structure, values, and philosophy of our school system. That may sound drastic, and I don’t at all mean to solve the education problem in a two-page blog post. But I did want to highlight some common classroom practices as a case study, just to emphasize the many ways that they violate gamification principles, and what gamification-friendly solutions might look like.

Problem 1: Rules (i.e. restructure your lesson plan) Cookie Cutter Labs You know, the ones with a list of instructions that you follow step by step, until you get the answer which is either right or wrong. Pop Quizzes Surprise! Standards Conclusion. Grades: Gamification, ABI, & PBL. Thoughts on learning, grading, gamification, and motivation from a n00b.

Grades: Gamification, ABI, & PBL

I'm just wrestling with these ideas. Conversation is more than welcome. Games & Gamification: Addictive vs. Additive When the concept of Gamification is mentioned to most teachers, the reaction is neutral at best. Leveling up: Games are Additive and Grading is Subtractive. Have you heard of leveling up? In today’s immersive multi-player games, you play a character (often represented by an avatar). You see, in public school at least, we have grades. Grades, Intrinsic motivation, High Stakes and not giving a darn... Okay, admittedly, some of our students get really stoked about having good grades and somewhat upset and depressed about having bad ones. Okay, so if you haven't seen the following two videos, you owe it to yourself to watch them. Dan Pink argues that extrinsic motivators (eg: Grades / High Stakes Assessments) won't prepare us to solve 21st Century problems.Jane McGonigal argues that games will.

Not perfect.