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Meaningful Play: Getting Gamification Right

Meaningful Play: Getting Gamification Right

Gamification Categorization[edit] Gamification in a narrow sense is used in a non-game context, is built into the service system, and is aiming at an infinite experience. It does not aim at creating a game but offering a gameful experience. In a broader sense gamification also includes game context such as in serious games and finite and infinite games.[20] Another categorization compares gamification with other gameful approaches by looking at characteristics such as spontaneity, rules, or goals:[20] Techniques[edit] Gamification techniques strive to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure. Another approach to gamification is to make existing tasks feel more like games.[27] Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge,[28] and adding narrative.[27] Applications[edit] Gamification has been widely applied in marketing.

Levels of Use Adapted from C. Moertsch (1998), Computer Efficiency, Learning and Leading with Technology, p. 53; and G.E. Hall & S.M. Hord (1987), Change in Schools, p. 84. From field work in the late 1960's and early 1970's, Hall and Hord identified, verified, and operationally defined eight different levels of use of a new innovation. These levels of use are an important feature of their Concerns-Based Adoption Model (CBAM). More recently, Christopher Moertsch developed the Levels of Technology Implementation (LoTi) Framework, which roughly parallels Hall and Hord's "levels of use" framework and applies it to the use of technology in schools. The following table, which relates these two research-based frameworks, was developed at RMC Research Corporation.

Gamification Blog The Back End of Gamification in our 1:1 Professional Development I have posted several previous blogs on my model for gamification in our professional development. If you are interested in how the idea was started, read "Gamification in Education: It's World of Warcraft without the Warcraft." or "Mission Possible: Playing Games with Professional Development." If you are interested in how I incorporated crowdsourcing into the game, read "Crowdsourcing your 1:1 Professional Development." If you are interested in how I keep track of the points on the back end of the system, continue reading on:) I will begin by saying that this is by no means the best way to do this. That being said, here is a peak behind the curtain. When teachers do a mission, they are to receive points depending upon which level the mission falls under. 4th level missions are worth 4 points, etc. This data then goes into a spreadsheet for that level. I then create a pivot table that accesses this information with the teacher's username, mission number, and returns the points awarded.

Gamification Summit - Sep 15 – 16 • New York Mission Possible: Playing Games with Professional Development A few posts ago, I talked a bit about Gamification in education. I then went on to discuss an idea I had to apply this to my classroom with Galaxy Fleet. After presenting at last weekend's Iowa Edcamp, I am inclined to give you some specifics of the Professional Development model I created that uses these principles. Mission Possible is our district's model for professional development with regards to technology in our 1:1. I see learning technology to be three fold. Those are the three Tiers of the game. Here is the website for the Game. You will not be able to see the leaderboard, which we do post so everyone knows where they stand. I can tell you that this posting of the leaderboard is a key to the game aspect of it. As teachers move through the game they can pick up other titles along the way for completing sets or "chains" of missions. I encourage you to develop your own game based on this model. Crowdsource the making of the missions to your teachers. Chris @christopherlike

As websites become games, understand the trend with the Gamification Encyclopedia 11 January '11, 03:20pm Follow One of the biggest trends we’ve seen on the Web in the past year has been the growing “Gamification” of websites and online services. From Foursquare to Get Glue and and services like One True Fan and even, er, The Next Web, it seems that badges and leaderboards are everywhere right now. In order to explain this, San Francisco startup Gamify has launched an in-depth Gamification Encyclopedia. Still a work in progress, some sections of the site are under development but its 197 articles are a really good read, with lots of examples of the many different game mechanics, design elements and user features that make up a ‘gamified’ service. With Gamify set to soon launch its platform to help build ‘gamified’ Web experiences, this is undoubtedly a stunt to drum up some interest but it’s a very useful resource and well worth reading if, like most The Next Web readers, you have a strong interest in Web trends.

New Technologies in Education | schoooools schoooools.com is an online schools community — the schoooools. Each school is an official representation of a real school, in the web. Just like in real life, to each school at schoooools.com can only access students, teachers and parents, authorized by the school, creating a safe and close space. Using the same school organization and the same school concepts, schoooools.com has a natural simplicity for all. For this reason, it's easy to work, play, collaborate and communicate with everybody. schoooools.com is available for any educative institutions, private or public, for kids from 4 up to 12. Private Social Networksschoooools.com is organized just like a real school, so it is all intuitive. Moodle IntegrationHaving both schoooools.com and Moodle doesn't have to be hard.

Education Levels Up! – A noObs guide to Gamifying your Classroom | MrDaley.com A new way to manage classroom instruction is slowly creeping into the world of education: “Gamification“. Gamifying simply means turning the class content and the way students learn into a game with a rewards system, quests, experience levels, and healthy competition. Gamifying isn’t anything new; businesses and social websites have been using “gaming” to attract and keep users coming back for years now. Here is a short list of groups already gaming: Facebook – Farmville! However, gaming is all around you all the time; you have been participating in games under your very nose! People dedicate hours everyday trying to promote themselves up these virtual scales and reach new levels. 1) Badges - These will be the rewards for completing tasks, doing homework, coming to class everyday, etc.These badges are easy and fun to make if you use a little imagination and your resources. Each badge represents some sort of accomplishment. Here are a couple FREE online resources for editing your badges:

How Common Core Standards Mesh With Education Technology If you’re a teacher in the US, you’ve surely heard of the Common Core Standards , the national academic standards for K-12 schools. While there’s always a lot of mumbling and grumbling when it comes to anyone mandating what should be taught and how to get there, the Common Core Standards have been adopted by 45 of the states, so they’re not exactly something that can be easily ignored. So how do all of the newer, innovative teaching methods and ideas mesh with having to meet certain standards? The Intersection The Common Core Standards, the national academic standards for K-12 schools in the United States, have now been adopted by 45 of the states. Much has been made in the blogosphere and across social media of the changes compared to former academic standards that were dictated at a state level. Edudemic’s focus is on the intersection of education and technology, and the Common Core certainly takes aim at in-depth student technology use. The Common Core Standards - W= Writing W.4.6.

S2T4W3: Gamification, Funware, Puzzle Building, Professor Teaches 1. Exploring Gamification Trends Some games are based on real life (like Football Manager), but what if we made life more like games. This trend has been growing over recent months. It is the trend towards Gamification or the development of so-called FunWare. The idea is to bring the ideas of game mechanics and dynamics into everyday life, particularly for mundane everyday takss that no one wants to do. * Rewards * Skills buliding * Achievements (e.g. * Levels * Leader Boards (for status/respect) Gamification.org uses the Bartle Test of Gamer Psychology types to classify Player Personality Types into four types: Achievers, Explorers, Socializers and Killers. And finally some negative views on the gamification trend: Played Out - Designer Slams Gamification Trend The Downside of Gamification Why gamification is not a positive force: "If you incentivise a human to do something, he will do exactly that and nothing else. What are your views of this gamifying trend. 2. 3. 4. 5.

Apps in Education Reflections and Concerns about Gamification (Part I) (Cross-posted from Aaron’s Blog) I’ve been a member of Gamespot – a website dedicated to news and discussion on videogames – since 2003. My rank on it is Super Bagman (Level 23), which I gather isn’t particularly high, since the site suggests you can go up to at least Level 71. I also have a list of achievements for having done mundane things, such as registering for the site, voting for the game of the year, and being a “New Game Ninja,” whatever that means. The details about levelling up in rank isn’t displayed prominently, so I had to do some digging around to find it. To level up on GameSpot, all you need to do is to spend your time here. Common ways of spending time here include but are not limited to: visiting the forums, posting, reading articles and blogs, watching videos, updating your profile etc. This is gamification. Gamification on Gamespot has done nothing for me. I’m not the only one baffled and disturbed by Schell’s vision of the future. Stay tuned for Part II.

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