Gamification = Enhanced Learning Experiences

Charlie Ball

Boise State University

2014 NMC Horizon Report

K-12 Edition

Games and Gamification

Time-to-Adoption: Two to Three Years

As pointed out in the Horizon Report, gamification has been a featured topic for several years, and yet it is still two to three years out as far as implementation in schools.

What is Gamification?

"The integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios for training and motivational purposes" (Johnson, Adams Becker, Estrada, & Freeman, 2014).

Quest Based Learning

No more assignments with due dates, but rather "quests" or activities that students complete to earn "badges" or achievements.

Dr. Chris Haskell

"Blowing Up the Gradebook"

Quests

Experience Points (Grades)

Leader Boards (Competition)

Milestones/Levels (Scaffolding)

Badges (Concept Mastery)

(Lessons)

Example of Achievements

These lessons are created by teachers, and students perform tasks related to Common Core State Standards.

3D GameLab: Sample of Quests

The 3D Game Lab Option

But why games?

Artistic
Social
Colaborative

(Johnson, Adams Becker, Estrada, & Freeman, 2014)

"A 2013 Accenture report highlighted the impact gamification will inevitably have as Generation Y, a demographic that is enthusiastic about online and social gaming, comes of age and enters the workforce(Johnson, Adams Becker, Estrada, & Freeman, 2014).

Gaming Platform Options Available to Schools

  • Minecraft

  • Second Life

  • World of Warcraft

Why We Need to Adopt

Virtual Worlds

in the Bigfork School District

  1. Student Engagement

  2. Usability in the Classroom

  3. Common Core Alignment

Jordan Shapiro, Game-Based Learning Expert

For more information, check out:

Student Engagement

Countless teachers who used game-based instruction tools and quests say their students are more engaged in learning.

https://d262ilb51hltx0.cloudfront.net/max/800/1*oDnX-qUoVDfGfJvQqR5RSg.jpeg

For example, in his article "Levelling the Playing Field: Engaging Disadvantaged Students Through Game-based Pedagogy" (2014), David Elliott describes a classroom of students in Australia who were behind grade-level on reading and writing, and through the use of Minecraft in the classroom, lessons were created which helped students re-focus and tune-in to the curriculum like never before.

Peggy Sheehy

World of Warcraft in School

Usability

Lessons are available for ALL classes of ALL ages.

 

This is not simply for use with one age-group, but something that can grow with the student as they progress.  This also creates a great way for teachers to collaborate on units.

Accommodations are also available for students with disabilities.

http://degreedirectory.org/cimages/multimages/2/elementary-students-computer-laptop.jpg

http://education-portal.com/cimages/multimages/16/highschool-students-computer.jpg

Just A Sampling of Available Teacher Resources

Common Core Alignment

A common fear is that students are simply "playing games", and parents and school districts often worry about student learning.

http://www.edutopia.org/sites/default/files/styles/share_image/public/slates/finley-CCIA-visual-literacy-Veer_0.gif?itok=_q0M3jK2

It is important to have parents see what students are doing online and to understand that these are not replacement to student learning.  These Virtual Worlds are simply tools which help provide students with hands-on learning opportunities in a one-on-one environment much like tutoring.

 "In every instance where a job or task has been gamified, results, productivity and involvement have improved" (Bolokhova & Nonkovic, 2014).

Why Bigfork?  Why Now?

Again, gamification has been a featured topic in NMC's Horizon Report for several years, and while it is still two to three years out for implementation in most schools, Bigfork should be ahead of the game.  

Let's get started!

References

Blowing up the gradebook. Retrieved from https://www.youtube.com/watch?v=atMlkVgzx-Y

Bolokhova, E., & Nonkovic, Filip. (2014). A look at gamification: the shape of things to come. Parenting. Retrieved from http://www.parenting.com/blogs/mom-congress/elina-bolokhova-and-filip-nonkovic/gamification.
​
​Elliott, D. (2014). Levelling the playing field: Engaging disadvantaged students through game-based pedagogy. Australian Journal Of Language & Literacy, 37(2), 34-40.

Johnson, L., Adams Becker, S., Estrada, V., and Freeman, A. (2014). NMC Horizon Report: 2014 K-12 Edition. Austin, Texas: The New Media Consortium.

Peggy Sheehy-WOW in school: the hero's journey. Retrieved from https://www.youtube.com/watch?v=LFenJVg_4YM&feature=youtu.be

Shapiro, Jordan. (2014). Here's why we need video games in every classroom. Forbes.

3D Gamelab-The power of quest based learning. (2013). Retrieved from https://www.youtube.com/watch?v=fwk0oCMWFzY

Image Credits

"Common core and digital literacy". Google Images. (2014). http://www.edutopia.org/sites/default/files/styles/share_image/public/slates/finley-CCIA-visual-literacy-Veer_0.gif?itok=_q0M3jK2

"Elementary students on computer". Google Images. (2014).  http://www.google.com/imgres?imgurl=&imgrefurl=http%3A%2F%2Fdegreedirectory.org%2Farticles%2FNew_Hands-on_Approach_for_Math_Education.html&h=0&w=0&tbnid=cZcjDUP4SiBaQM&zoom=1&tbnh=183&tbnw=276&docid=x4lUAODcgwnxXM&tbm=isch&client=safari&ei=nkdVVPT3E4-iyASU24LQBQ&ved=0CAQQsCUoAA

"High school students on computer". Google Images. (2014).  http://education-portal.com/cimages/multimages/16/highschool-students-computer.jpg

"Minecraft in the classroom". Google Images. (2014). https://d262ilb51hltx0.cloudfront.net/max/800/1*oDnX-qUoVDfGfJvQqR5RSg.jpe
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