Octalysis: Complete Gamification Framework (This is the Gamification Framework that I am most known for. Within a year, it was translated into 9 different languages and became classic teaching literature in the gamification space in the US, Europe, Australia and South America.) Octalysis: Complete Gamification Framework Gamification is design that places the most emphasis on human motivation in the process. Most processes design around function and efficiency – they try to get the job done as quickly as possible. Even though many Gamification techniques were in use long before video games were around, games were one of the earliest examples of a holistic approach to implementing Human-Based Design – so now we call it Gamification. In the past few years, I have been digging deep into the formulation of a complete framework to analyze and build strategies around the various systems of Gamification. In the end, I came up with a system that I feel is instructive, useful, and elegant. The 8 Core Drives of Gamification 8) Loss & Avoidance
Popplet – Visual Thinking Tool Popplet – Visual Thinking Tool Written by Teach Amazing! Popplet is a visual thinking and presentation tool allowing students to collaborate with one another, organize information and present information in the form of a web. Popplet in the Classroom Popplet has multiple uses in the classroom. As a teacher, create Popplets to share links with students and colleagues. 15 Brand Examples of Gamification Outside of the recent flurry associated with Google+, the one term that has been top of mind throughout the digital space recently is gamification. Gamification is a term used to describe organizations using game mechanics to drive engagement in traditionally non-gaming products. There are examples of gamification everywhere in our daily lives and many brands are integrating game mechanics in unique and compelling ways all with the purpose of driving user engagement. Below are 15 examples of Gamification and how brands are capitalizing on the trend. Xbox Live | Achievements, Leaderboards | Microsoft struck a chord with traditional gamers when they first rolled out achievement points. E.g. Foursquare | Rewards, Badges | Location based services such as Foursquare, Gowalla & Facebook Places have redefined game mechanics in non-gaming products. Examples of Foursquare Badges Example of Foursquare/NFL Super Bowl Rewards Example of Foursquare/Pepsi Reward from SXSW 2011 Example of ShopKick Rewards
Yu-kai Chou & Gamification | Gamification Expert & Follower of Christ The Big List of Class Discussion Strategies Listen to this article as a podcast episode: Podcast: Play in new window | Download (Duration: 38:22 — 53.1MB) Subscribe: iTunes | Android | When I worked with student teachers on developing effective lesson plans, one thing I always asked them to revise was the phrase “We will discuss.” We will discuss the video. We will discuss the story. We will discuss our results. Every time I saw it in a lesson plan, I would add a note: “What format will you use? The problem wasn’t them; in most of the classrooms where they’d sat as students, that’s exactly what a class discussion looked like. So here they are: 15 formats for structuring a class discussion to make it more engaging, more organized, more equitable, and more academically challenging. I’ve separated the strategies into three groups. Enjoy! Gallery Walk > a.k.a. Basic Structure: Stations or posters are set up around the classroom, on the walls or on tables. Philosophical Chairs > a.k.a. Pinwheel Discussion > Socratic Seminar > a.k.a. a.k.a.
eQuizShow Online Templates Gamification 101: The Why and How of Gamification and Badging, and What It Means for eLearning These days, receiving requests to help a friend harvest enough wheat to build a new barn, buy a shinier silo, or even breed a special purple-spotted cow is practically routine. Social games like Farmville and its many clones inundate our social media feeds, with millions of users logging in and playing daily in an ongoing quest for virtual goods. Though many people find the Farmville model irritating, it is part of a larger trend sparked by the surging popularity of online gaming and social media known as gamification—the use of game mechanics to entice users and influence their behavior, particularly by encouraging and rewarding continued use. In contrast to the one-hit-wonders and overnight sensations of viral content, gamification “keep[s] people engaged to keep doing things, as opposed to … You click, you watch and then never see it again" (Patel, 2010). Gamification has already proven to be a powerful tool in driving user engagement. What is Gamification? Why Does Gamification work?
What We Can All Learn from a Montessori Classroom As we scramble for ways to improve our schools, to meet every student’s needs, to push back against a test-score driven educational culture, many of us wonder what the right path might look like. Is it possible that path has been under our noses for more than 100 years? Until five years ago, I had no idea what Montessori was. When I heard people use the word, I assumed it was some early-childhood thing, some kind of school that was maybe a little esoteric and maybe a little privileged. Then, when my oldest child reached preschool age, and then the next kid and the next, I sent them to a Montessori preschool. During those years, I became more familiar with Maria Montessori’s philosophy, pioneered over 100 years ago in Italy, and I liked it. For some parents, it wasn’t that simple. Several years ago, a tiny educational revolution started in Bowling Green, Kentucky. First, they held several meetings to see if enough families would be interested in the school. I think we could.
Connections: Investigating Reality - A Course of Study A comprehensive general education course of study for adolescents and older learners • Explains learning to learners • Relates all school subjects simply and logically • Integrates the arts and sciences • Makes routine use of all thought processes • Stimulates creativity and ingenuity through active learning • Challenges all ability levels equally • Capitalizes on individual differences • Is consistently, unquestionably relevant • Does not “privilege” the dominant culture • Maximizes dialog and cooperative learning • Adapts to traditional bureaucratic demands • Makes provision for inter-school communication and continuous course improvement • Replaces school subjects as information organizers with a single, much simpler, more natural organizer • Moves learners steadily through ever-increasing levels of conceptual complexity • Returns curricular control to those best positioned to improve it—classroom teachers • Builds in criteria establishing the relative importance of information
untitled Using Gamification to Improve Transfer of Learning The use of “gamification” in learning may sound fun and light-hearted, but it can be a serious business with bottom-line results. Vestas Wind Systems, the world’s largest wind-turbine supplier, wanted learning programs that could satisfy the tactical needs of business units. The units were clamoring for quick, easy, and cost-effective learning programs focused on teaching employees essential skills. It also wanted to improve transfer of learning. These issues inspired Vestas’ e-learning team to create an entirely new form of employee education: Achievement-Based Learning (ABL). ABL has five objectives: Achievement objectives are key to success here. After looking at a video and an intranet page with step-by-step guides, learners are asked to “unlock” certain achievements. Achievements of the campaign are positioned front and center to highlight their importance. Bersin & Associates WhatWorks members can download the case study today.
5 gaming dynamics that truly engage students “How do we get kids to walk out of our classrooms and continue to think about what they’ve done in class?” he asked. Games give students an “endless list of things they have to complete–but the difference [compared to homework] is that they’re making the list,” Kiang said. The top five most addictive games, Kiang said, are: 5. Leave of Legends, because of its large social element 4. Civilization V, due to its flexibility and multiple ways to solve problems and meet challenges 3. There’s a great amount of power in the open-endedness of Minecraft as a learning environment, Kiang said. “When you know who your kids are, it makes a huge difference in how you see them–you can’t expect kids to fit in one mold,” he said. Kiang described the five gaming dynamics that engage students and make it easier for educators to integrate gaming into their instruction: 1. 2. “In my class, I don’t necessarily want to create ‘A’ students–I want to create kids who are confident risk-takers,” he said. 3. 4. 5.
Advanced Blogging: You asked for it! | Sue Waters Blog I was asked to facilitate a series of blogging sessions the Massive Open Online Course on Educational Technology (ETMOOC). You can read more about connectivist MOOC’s and ETMOOC here. This post is a summary of the ideas. tips and resources shared in the advanced blogging session. You’ll find the recordings to the session here: Complete list of archived ETMOOC Blackboard Collaborate SessionsIntroduction to Blogging – Jan 17 incl. The Advanced blogging session was a blend of what participants wanted to know mixed with skills they needed to know (Refer my Blogging questions Storify to see how this session was planned and the blogging tips shared by my network — thanks to all who helped plan this session!). Warning: This is a long post! Stop, look, link Failure to link is a common mistake of all new bloggers! Your readers want to be able to easy check out the information without needing to Google. Links are the building blocks of the web. When you link: How to Link Here’s how simple it is: 1. 2. 3.
What is gamification? Gameplay has a lot to teach us about motivating participation through joy. ‘Gamification’ is a new term, coined in 2008, for adapting game mechanics into non-game setting — such as building online communities, education and outreach, marketing, or building educational apps. Here are some ideas for how to do it. Achievements Badges, trophies and points represent having accomplished something. Judd Antin, at Yahoo! Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group. “This has already occurred in education for a long time with things such as merit certificates and awards,” says Australian science teacher Alice Leung, but “gamification is more than that “because the game guides learners towards those goals, and gives constant feedback.” It’s not about winners and losers, says Leung. Judd and his colleague Elizabeth Churchill outline five key psychological functions of badges: Other game mechanics Many other game dynamics can help engage your audience.