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Gamifying the Classroom

TAKE THE QUIZ:How many games have you played?Hide and SeekJacksMarblesHopscotchTug-of-WarANY Physical SportANY Card GameMonopolySorryRiskCheckersChessOthelloConnect FourLifeOperationClueTabooScattergoriesScrabbleANY Paper-based PuzzleTag
UnoBattleshipDominoesYahtzeeTrivial PursuitPictionaryCandylandChutes & LaddersCatchphraseD & DPokemonANY SimsPac-manTetrisDonkey KongZeldaMystANY Marion Bros.TekkenSonic the HedgehogTic-Tac-ToeCentipede
Tomb RaiderMortal KombatArea 51Crash BandicootResident EvilANY X-treme Sports
Video GameHaloCall od DutyFroggerHalf-lifeDoomSpace InvadersGrand Theft AutoANY Racing GameAsteroidsQ-BertMadden NFLPortalWorld of WarcraftDiabloHangman
EverquestFinal FantasyElder ScrollsStarcraftStar WarsSkyrimAngry BirdsCandy CrushTrivia CrashTemple RunFlappy BirdMinesweepAssassin’s CreedMinecraftGuitar HeroPitfallWords with FriendsPongDoodle JumpSimon SezCut the Rope

TAKE THE QUIZ:How many games have you played?
0 – 20YOUNGLING
21 - 42PADAWAN
43 - 65JEDI KNIGHT
66 - 86JEDI MASTER

Games, games, and more games…

Why GAMING in the classroom? I mean I really
don’t have the time…

www.theesa.com

Did you know….over the years of studies, scientists have actually proven that gaming has a positive effect on cognitive, motivational, emotional and social aspects of people’s lives!

http://www.thefuntheory.com/piano-
staircase
TheFUN
THEORY

“Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users’ self contributions.” (Wikipedia)
GAMIFICATION

GAMIFICATION IS EVERYWHERE BUT YOU MAY NOT REALIZE IT

ACTIVITY
Each pair gets a baggie.Your task is to create a game
using only what is in the baggie (NOT including the baggie!)
that does not currently exist.

What gaming elements can I implement in order to gamify my classroom?

See success visualized
incrementally
PROGRESSION

PROGRESSION
XP Points – points earned that increase the expertise of the player in something
Levels – a natural or proper position, place, or stage in the game
Progression or Status Bar – some kind of heads-up display that shows your current state at that time

PROGRESSIONCLASSROOM EXAMPLES
Think of leveling as mastery learning. Once a student masters a concept, chapter, or unit by collecting the
required number of XP points, they level up to the next one. Students should not be allowed to work
with new content until they have mastered the old.
Students should always know what level they are, how many XP points they have, and how many XP points they need to level up. This can be done on
paper or electronically with a spreadsheet program.

PROGRESSIONCLASSROOM EXAMPLES
Students gain XP points for every correct assignment, assessment, product, etc. XP points
should never be taken away. Students merely do not increase their XP points unless they get it done
correctly. Once a threshold of XP points is met, a student will level up.
Offer economy points for success on or completion of individual assignments that may be traded in for small rewards such as a pencil, sticker or preferred
seating for a day

PROGRESSIONCLASSROOM EXAMPLES
Create a list XP point requirements such as you need xxxx points by the end of the 1st 6 weeks to get an
“A” on your report card, xxxx XP points for a “B”, and so on.

Feel pride in your work in the game or a sense of purpose
INVESTMENT / OWNERSHIP

INVESTMENT / OWNERSHIP
Quest – a mission with an objective that leads to rewards
Achievements – a meta-goal defined outside of a game’s parameters
Rewards – a thing given in recognition of one’s service, effort or achievement
Leaderboard – a scoreboard showing the names and current scores of the leading competitors

INVESTMENT / OWNERSHIP
Epic Meaning – the belief that a player is working to achieve something great, awe-inspiring and bigger than themselves

INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES
Make every assignment a quest with a back story that deals with an ongoing theme or role. Perhaps
students need to workout problems in order to unlock something or gain a clue for the next
assignment.
Set milestone achievements such as 100 homework assignments completed or acts such as voluntarily
picking up trash around the class. Students can either get achievements or not. Have a rewards for
achievements such as unique badges.

INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES
Rewards can be given out individually or as a group. Set a goal of 80% of the class meeting a set number of XP points. As a reward, give the class some free time, or a homework pass. Rewards can also be in
the form of a study aid such as a cheat sheet or the answer to 1 test question.
Stir up a little competition, boost morale and get students excited by showing them how the whole
class is doing. If you want more collaboration, then post team scores instead.

INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES
Relate quests to students interests thus making learning relevant and framed within a context of
WHY this concept should be learned. For problem based learning, revolving the PBL around a service
project works great.
Give students roles
Have students keep journals to tell the story of the process and reflect upon it

INVESTMENT / OWNERSHIPCLASSROOM EXAMPLES
Challenge-based learning in which students create a product or initiative they care about and of their own
choice
Self-paced learning opportunities
Make learning relevant

Unlock information continuously
CASCADING INFORMATION

CASCADING INFORMATION
Bonus / Challenge – a special event that only takes place sometimes
Infinite Play – learn continuously until you become an expert.
Feedback Loop – use feedback to self-correct or adjust by looking at the difference between the actual and desired results

CASCADING INFORMATIONCLASSROOM EXAMPLES
Make some project or homework assignments optional for extra XP points. The first time, perhaps only a few students will do it. But when the rest of the class sees the huge increase in XP points as a result, the reluctant ones may be more likely to
complete the next ones.
Allow students to fail, overcome, and persevere. Only in education do we mark a question wrong, take away points, and then move on to the next
question and never look back.

CASCADING INFORMATIONCLASSROOM EXAMPLES
Constantly facilitate the learning in the classroom and provide feedback to students. This can be done
through a quick dialogue.
Use formative assessment often
Use quick response technology such as PollEverywhere, Socrative, Infuse Learning, or
Padlet
Provide timely feedback

•Fun
•Focus
•Competitiveness
•Collaboration
•Camaraderie
•Retention
•Meaningful Choices
•Mastery
•Productivity
GAMIFICATION ENCOURAGES•Optimism
•Creativity / Exploration
•Persistence
•Risk-taking
•Attention to detail
•Problem-solving
•Critical thinking
•Engagement

•It becomes predictable and boring
•It is poorly designed or seems meaningless
•You are not fair to all students
•You reward students too soon
•Students find ways to cheat
•Focus is too much on winning or being the best
•Having too complicated of a system
GAMIFICATION PITFALLS


Sylvia Escobar
STEM Specialist
956.984.6047
CONTACT INFORMATION