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Heroic learning, come play!

Heroic learning, come play!
Related:  Digital badgesGamification

Badges, Do We Need Them? #3dgamelab Not sure, jury’s still out on that one for me. In my brief, 22 year career, I’ve tried incentives such as grades, stickers, beans in a jar, lotto tickets, class money, awards all the way to abolishing all of those, even the grades. The change to no rewards and punishments worked, but not as well as I imagined. I still wasn’t reaching all my students. So I tried gamification. I’ve been going back and forth on the use of rewards in class. Here’s a sample screenshot from the 3DGL interface showing all the badges, achievements, and awards available to students for successful completion of work in my 6th grade Science classes: The badges, along with XP, are to show the student, the parent, and me what they have completed successfully. Is it too much? Here’s what a student will see when he or she logs in to 3DGL on their device: Available quests show up in the middle part there. Be Sociable, Share!

Teach with Portals Open Online Experience | Technology integration experience for educators Epic Fail or Win? Gamifying Learning in My Classroom Every week for 17 years, I've heard my students ask, "What do I need to do to get an A?" Historically, many have focused on their grade rather than on fundamental skills. My attempt to change this mindset started two years ago when I gamified learning in my classes. After researching gamification and its potential to help students master skills and processes, I used the 3DGameLab and then Gradecraft to develop and implement game-based learning. In each class, students could choose "quests" that, if completed successfully, earned them badges and experience points. Each open-source badge was developed using Badg.us so that students could take them into the digital universe (e.g. attach to resumes, ePortfolios, etc.) and -- unlike grades on a transcript -- document skills they've mastered. Steps to Gamify Learning 1. Using gamification software alleviates the time it takes to build quests, award points, and track progress. 2. 3. 4. Build choice into the gaming structure. 5. 6. 7. 8. 9. 10.

KIDO'Z - Fun & Safe Play Mode for Kids Rewards and Gaming #3dgamelab The idea of badges and achievements in gaming is a problem for teachers who have abolished extrinsic motivators in their classrooms. In 3DGL there is a Badges section, an Achievements section and an Awards section. I’m really conflicted by the awards section because it’s more like rewards than badges and achievements in my eyes. I wrote a blog post years ago that led me to raise the discussion of awards ceremonies at my school. We used to have monthly awards ceremonies where we’d give out awards to some kids and choose a few students of the month. We actually put a stop to it. So I’m thinking of not offering any awards and making sure the badges and achievements are tied directly to actual completion of work. I thought the goal, in GBL, was to use extrinsic motivators to help students find topics and activities they can be intrinsically motivated to do on their own and then their intrinsic motivation will take over and they won’t need the badges or achievements. Be Sociable, Share!

Gamestar Mechanic Digital Badge Design Principles for Recognizing Learning Cross-posted at Remediating Assessment by Andi Rehak and Daniel Hickey This post introduces the design principles for recognizing learning that are emerging from the Design Principles Documentation Project (DPD). A previous post summarized how the DPD project derived these principles. This is the first of four posts, to be followed by posts outlining the principles for using badges to assess, motivate, and study learning . First and foremost, digital badges serve to recognize some learning or accomplishment. In more formal educational contexts, this practice is usually called "credentialing." Our Process for Identifying these Principles We first identified the intended practices for recognizing learning in each project's proposal. This resulted in the preliminary set of design principles listed below, starting with the ones that were most widely represented. Nine Principles for Recognizing Learning with Digital Badges 1. 2. 3. 4. 5. 6. 7. 8. 9.

6 Factors Of Classroom Gamification 6 Factors Of Classroom Gamification by Nellie Mitchell I was 11 the year my summer camp director transformed the regular schedule, procedures, and lingo that we were used to—into the most memorable, enriching experience I had ever encountered at that point in my life. I had no idea that he had ‘gamified’ the week; I just knew that it was the best summer ever. The director, or ‘game master’ as we were inclined to call him, even made everyone reset the clocks and watches—so we never knew what the real time was, the entire schedule was set on some sort of crazy alternate schedule. Daily we played games, wrote skits, went swimming, and competed for cleanest cabins. As a student, I got to learn more about the power of ‘gamifying’ something, and what effect it had on learners. Gamification is about transforming the environment and regular activities into a kind of game. Getting Started With Gamification In the book, Lee initiates game play in the syllabus. 6 Factors Of Success In Gamification 1.

Related:  BSU Edtech Summer 2014