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The Gamification Guide for Teachers - eLearning Industry

The Gamification Guide for Teachers - eLearning Industry

Gamification in the Classroom: The Right or Wrong Way to Motivate Students? What thoughts come to most students’ minds when they’re asked about the Articles of Confederation? If they’re up on their civics, they’ll know it was the first Constitution of the United States. Some will remember it as a primary source they used in a presentation. Others will only recall the Articles as a yellowed document printed in a textbook or posted online. Matthew Farber’s eighth-grade history class may view the Articles as all these things, but the document to them also represents the failed first attempt to adopt a rule-sheet to govern a game creating a U.S. government. “The way my students see it is that the Articles was this initial rule-sheet. “My students can look at anything as a game,” he adds. Farber teaches social studies at Valleyview Middle School, in Denville, N.J. “A class debate, when you think about it, is really just a game,” insists Farber. It’s a challenge for any teacher—especially ones who are new to the profession—to capture and sustain student interest.

The Secret to Effective e-Learning Games Serious games do more than just offer a few badges for finishing a quiz here and there. An effective serious game creates a learning environment where learning objectives are translated into important behaviors, where the context is meaningful to the learner and decisions are consequential. Serious games go a long way toward creating a unique, effective learning experience. As Quinn says, “You have to start thinking about putting the learners into a context where they have to make decisions, understand why those decisions are important, want to make those decisions, and know that there are consequences of those decisions.” An effective game doesn’t have to be heavily produced and full of animations, but it does need to be heavily designed from an instructional design perspective. Take a look at these 5 essential elements found in effective e-Learning games Keep these key ideas in mind as you create your next e-Learning game, and you’ll be amazed at how engaged your learners are!

A Guide to Game-Based Learning You want students to learn. Shall we play a game? Absolutely! But what is a game? Game: a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck. Is Game-Based Learning the Same as Gamification? Not exactly. Every day in my classroom, I'm using the essentials: gamification elements, reward systems, and game-based learning. Understanding Games Powerful games in the classroom often include: Multiple levels or challenges A compelling or intriguing storyline A personalized, unique experience for each learner Rewards such as unlocking certain capabilities based upon achievements Additional rewards and feedback from the teacher or classroom. Tools to Analyze Game-Based Learning As you choose games, you'll want to mix up the games you use. Computer Games vs. Computer games are often fantasy based. A simulation might have students dissect a body online, while a computer game that teaches the same thing would be Whack a Bone. Single- vs.

9 Techniques For Online Educators To Gamify Their Digital Classrooms Involve and motivate your students into the process of online learning with the help of gamification. Check what gamification is, and what gamification techniques you can use as online educator to make your digital classroom more interesting for your online students. Check the following 9 techniques that will help you gamify your digital classroom. Every educator's worst nightmare is his/her inability to motivate students and make them interested in the process of studying itself.Being educators, we perfectly understand the importance of techniques we use in a classroom, and the consequences these techniques may bring as a result. Times change, and today's schools (as well as modern students) differ much from those ones we had 20 years ago. The main problem of today's schools is students’ engagement into the studying process. Gamification – giving some game elements to the process of study in order to motivate students and drive their learning behaviors.

Using Gaming Principles to Engage Students Game designers understand how to make games memorable and "sticky" in the sense that, even when you aren't playing the game, you're still thinking about solving its problems and puzzles. As teachers, how might we make our projects and content as sticky as games? How can we engage kids in thoughtful learning even after they leave the classroom? Here are game designers' top five secrets and some tips on using these same game dynamics to make learning in your classroom as addictive as gaming. 1. Some of the best games have engrossing stories full of memorable characters and following time-honored patterns from mythology and narrative fiction. In any project-based curriculum, the story is the process. Rather than assessing the final product, find more ways to grade the process. What was surprising? All of these details can be recalled later when they turn in their final project. 2. In certain games, such as Angry Birds, players must actually fail many times in order to succeed. 3. 4. 5.

Math Games - from Mangahigh.com Mixing it Up with Mangahigh: Using Games to Differentiate Instruction Education doesn't work with a one-size-fits-all approach. Teaching requires a deep understanding of the differences -- in knowledge, abilities, and learning styles -- that students bring to class. Differentiated instruction is the umbrella term describing the many ways that teachers modify their curriculum to meet the needs of all their students. At Quest to Learn, we take a cue from games when it comes to differentiating instruction. One resource I've found especially useful is Mangahigh, a website with a suite of quality math games and engaging skills practice. A student concentrates on solving a math challenge. How can teachers use games like Mangahigh to differentiate? Tip #1: Pre-Assessment - Know What Your Students Know and Can Do As a teacher in a differentiated classroom, you need to have a clear understanding of what your students already know, what they are ready to learn next, and how they learn best. Tip #2: Formative Assessment - Know Your Curriculum

So What’s My Problem With Public Behavior Charts? image borrowed from Kimberley Moran – see her great post on how to move past behavior charts linked at the bottom of the post The day starts out fine, you had your breakfast, you had your tea, you feel prepared, happy even. You are off to school and ready to teach. Ridiculous right? Search for “Classroom behavior charts” on Pinterest and prepare to be astounded. The saddest thing for me is that I used to do it. We may say that we do it for the good of the child. The fastest way to convince a child they are bad is to tell them in front of their peers. To see one teacher’s journey of how she moved past public behavior charts, please read this post by Kimberley Moran “Moving Past Behavior Charts” PS: As Patrick’s comment wonders, what are the alternatives? PPS: More thoughts on this have been posted tonight I am a passionate teacher in Wisconsin, USA, who has taught 4th, 5th, and 7th grade. Like this: Like Loading...

4 Best Practices in Implementing GBL Are you seeking a high-engagement makeover for some content you're required to teach? Do you need an organizational structure for individually-paced hybrid learning? Gamification might be just what you are looking for. Here are some truths about gamification and some tips for success. 1. The game needs to play well with students and their parents. Your gamified lesson needs buy-in across the board. While I'm doing a project like this, I drop into my principal's office and give her informal briefings. 2. Some of the best uses of gamified instruction involve helping students navigate a large amount of content in a self-paced, hybrid-learning environment. Thinking about the gamified classroom, I want to know where this formative assessment happens. 3. When we think about gamification, what immediately springs to mind are levels, badges, and leaderboards -- the visible trappings of the game. Clearly-defined levels of achievement are one of the most useful aspects of gamified instruction. 4.

4 Experience Phases in Gamification (#1): Discovery Phase (Below is a manuscript snippet of my book, Actionable Gamification: Beyond Points, Badges, and Leaderboards. Please subscribe to the mailing list on the right to order the book when it launches. This post may be moved into a Premium Area after a certain period of time). Breaking Down User Experience Further Many companies design their product or services as one big experience. That kind of makes sense – after all it is one product. However, when it comes to user engagement, I believe that’s a big mistake. Most people become involved with a game or a product, not as a single encapsulated event, but through a series of stages where they grow to understand it better. Another way of looking at this is to view it as a user’s journey through evolving phases of product perception or experience. The 4 Experience Phases of Gamification are Discovery, Onboarding, Scaffolding, and Endgame. The Discovery Phase starts off when people hear about the product and ends when people signup to use it.

Gamification in Education: Top 10 Gamification Case Studies that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. I believe that humans have an innate Desire to learn. If you ask children, “What is work?” Clearly there should be a way to help kids learn from what they do best – play. No longer viewed as a mundane process for presenting information while testing for retention and understanding, the modern educational challenge involves tasks of engaging students, stimulating their interests, retaining their attention, and maintaining a positive attitude in a nurturing environment. Key to these goals is the effort to maintain a rich communications environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves. Education Gamification Example #1 – DuoLingo:Learn a language while translating the Web1 What about you?

Five Essential Steps for Gamifying Education Whether you are considering gamifying a single lesson, an entire curriculum, or a whole school, it can be a daunting and confusing process. Those who try their hand at integrating game mechanics into the classroom setting may meet with less than stellar results and give up after just one attempt. But effective gamification is a complex undertaking that requires both the motivation to work harder at making learning engaging for students and the dedication to experience, accept, and learn from failures when doing so. I have spent the past year gamifying my college-level composition courses and, while I am still by no means an expert at gamifying education, I have, in the process, learned a few things from my own failures. In reviewing these lessons while preparing the next iterations of two of my classes, I realized that they can be categorized into five distinct processes that will make the task of gamifying learning less daunting and will lead to more effective results. 1. 2. 3. 4. 5.

Gamification Engages Students with Intrinsic and Extrinsic Motivators by Michelle Peterson Monday, August 11, 2014 On a planet where people spend 3 billion hours a week playing video and computer games, it's a good chance that using the tools that keep people engaged in games might work in a learning environment, too. Gamifying classes is also a good way to humanize the online, digital environment for students, according to Mark Relf, the state program coordinator for Rasmussen College, speaking to educators and allies at CompTIA's Academy Educator Conference in Phoenix. “Gamification is not anything anyone’s cornered the market on. It’s like playing the license plate game on a long road trip: adding make-believe and goal setting to arduous tasks makes them more engaging. “We’re just taking a normal, everyday experience and gamifying it to make it more enjoyable,” Relf said, adding that this process is about more than just adding entertainment value to the classroom. Finding Motivators in Gamification Simple changes to the grading system can also help.

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