gamification in the classroom - emory university · gamifying teaching and learning: •encourages...
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GAMIFICATIONIN THE
CL ASSROOMC O U R T N E Y B A R O N
T E A C H I N G A N D L E A R N I N G L I B R A R I A N
O X F O R D C O L L E G E L I B R A R Y
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W H AT I S G A M I F I C AT I O N ?
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Application of gaming elements to non-gaming
scenarios.
New concept with old roots
What makes games successful, powerful, engaging? Apply those techniques to non-game situations
Playing a game is the voluntary attempt to overcome
unnecessary obstacles.
Bernard Suits,The Grasshopper: Games, Life, and Utopia
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W H Y G A M I F Y T E A C H I N G A N D L E A R N I N G ?
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Gamifying teaching and learning:
Encourages learning and boosts motivation
Applies to various learning styles
Students work together and build bonds
Fosters critical thinking, leadership, teamwork, and problem
solving
Playing a game is satisfying
Provides instant feedback and gratification
Heightened sense of achievement
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Successful educational games have these
characteristics:
Clear learning objectives
Provides intrinsic motivation & regular feedback
Engages students
Interactive & social
High level of player participation
Challenging, but low level of frustration
Simple complex games not better
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Challenges with educational games:
Must be tied to course content and learning outcomes
Educational games are not voluntary
Students need motivation (grades, points, credit)
Require in-class time probably wont play in their free time
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H O W D O Y O U G A M I F Y Y O U R C L A S S E S ?
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Playing and creating games
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Points:
Encourage and motivate students to accomplish tasks
Students may work harder in exchange for points personal accomplishment or competition
Allow instructor to provide feedback frequently, easily, and quickly
Leaderboards/Scoreboards:
Allow students to see how they compare to their peers
Keeps grades confidential
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Digital Badges:
Visual indicator of accomplishment or skill in a learning
environment
Portable validation of knowledge
Tied to online classroom (MOOC, LMS)
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Kahoot!
Free game-based response system
Students work individually or in teams
Timed questions answer as quickly as possible
Displays scoreboard between each question
Students can use pseudonyms
Students join with a game pin no accounts required
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Kahoot.it
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Make Kahoot! work for you:
Assess student learning, review concepts, teach new
material, facilitate classroom discussion
Multiple correct answers can spark discussion or debate
Formative assessment: instructor & students can spot gaps
in learning and immediately address them
Incorporate videos and images for multimodal learning
Use Kahoot! to introduce a new topic
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G A M I F I C AT I O N AT O X F O R D & E M O R Y
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Disciplinary Applications: Anthropology Alicia DeNicola:
Games are fascinating to cultural anthropologists cross-cultural implications, fun but also serious, appeal to both kids and adults
Anth 101: students make their own games based on Trobriand Islands culture, specifically the economic and kinship systems
Students think critically about rules that guide behavior and practice in life and culture
Anth 353: Students play Settlers of Catan in class
Simplified barter system, connects goods to culture and worth, win by getting more resources
Students think about success and the ideology of growth
Systems and culture are constructed
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What did the students learn from this project?
It breaks down the my culture is the best mentality
It makes you look at how you live life you question why you do things the way you do
How different cultures connect through trading and giving or receiving gifts
I questioned our contemporary notion of kinship
It makes me question why our society doesnt give... we focus on ourselves our goals, our gains, our achievements
I realized my success in life should be more focused on my friendships and connections
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Gamification at Emory David Morgen:
Project Manager of Domain of Ones Own and Coordinator of the Emory Writing Program
Eng 181: Read | Write | Play course
Students study the cultural and narrative significance of video games
Gamifies the course with badges and points
Uses gaming terminology (assignments quests)
Students produce a podcast series on games and gaming
Roleplaying: each student takes a turn as Producer and Assistant Producer for one episode
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Reacting to the Past:
Program housed at Barnard College of Columbia University
Role playing games based on historical events and classic texts
Sessions run by students with instructors as advisors
Students devise their own course of action to win the game and
change the course of history
Transcends disciplinary structures
Virtual Reality
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GAMIFICATIONRESOURCES