introduction to gamification and civilizationedu de bono’s

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ETE 665 Introduction to Gamification and CivilizationEDU de Bono’s Virtual Thinking Hats

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ETE 665

Introduction to Gamification and CivilizationEDU

de Bono’s Virtual Thinking Hats

ETE 665

Introduction to Gamification and

CivilizationEDUde Bono’s Virtual Thinking Hats

Goals:

1. Students will be able to identify the pros and cons of gamification in the classroom setting

2. Students will be prepared for CivilizationEDU–related learning activities

3. Students will be able to create their own gamified learning activity

Rationale:

Gamification has become an increasingly discussed and researched topic in the education community. By introducing it to students in the classroom setting, we can better engage the students in the information and have them learn valuable skills such ascritical thinking, collaboration, technological literacy and problem-solving.

Objective

•Students will organize the information and data regarding their civilization into an Excel spreadsheet

•Students will analyze their spreadsheets to answer logistics questions about their civilization.

•https://www.youtube.com/watch?v=8L1OVkw2ZQ8

Objective

Intuitive

Intuitive •Students will answer the prompt: What are your thoughts on gamification after learning more about it?

•Students will answer the prompt: How do you think a game could make social studies more engaging?

•Students will discuss the answers with the class

•https://www.civilization.com/

•https://www.ageofempires.com/

•http://www.edtechmagazine.com/k12/article/2015/09/gamified-social-studies-takes-fantasy-geopolitics

Negatives/Weaknesses

Negatives/Weaknesses •Students will list what they think are the negative effects of gamification.

•Students will discuss in small groups the negative effects of gamification and determine rationale behind these negative effects.

• Students will discuss amongst the class about the negative effects their group came up with and the rationale behind it.

• As a class, we will go over the negative effects of gamification.

•http://gamification-research.org/2014/08/gamification-considered-harmful/

•https://blog.tophat.com/gamified-learning/

•http://www.nirandfar.com/2014/09/its-not-all-fun.html

•https://webdesign.tutsplus.com/articles/the-benefits-and-pitfalls-of-gamification--webdesign-6454

•http://itworx.education/2014/10/20/gamification-in-education-the-good-the-bad-and-the-ugly/gamification-in-education/

Positive/Strengths

Positive/Strengths

•Students will list what they think are the positive effects of gamification.

•Students will discuss in small groups the negative effects of gamification and determine rationale behind these positive effects.

• Students will discuss amongst the class about the positive effects their group came up with and the rationale behind it.

• As a class, we will go over the positive effects of gamification.

•https://blog.tophat.com/gamified-learning/

•http://www.nirandfar.com/2014/09/its-not-all-fun.html

•https://webdesign.tutsplus.com/articles/the-benefits-and-pitfalls-of-gamification--webdesign-6454

•http://itworx.education/2014/10/20/gamification-in-education-the-good-the-bad-and-the-ugly/gamification-in-education/

Creative

Creative

•Students will engage in CivilizationEDU learning activity and determine their own civilization and path while engaging in learning activities tailored to student skill attainment.

•https://www.youtube.com/watch?v=vYsmSuxVIBI

•https://www.youtube.com/watch?v=sy84zz8bDvE

•https://www.youtube.com/watch?v=nwGVPFccM1E

•https://www.youtube.com/watch?v=UeFZ3-0qlKA

Thinking About Thinking

Thinking About Thinking•Students will answer the prompt: How would you set up your civilization next time to maximize resource allocation, expand your territory and increase the number of allies and trading partners you have? Be as detailed as possible.

•http://civilization.wikia.com/wiki/Strategies_(Civ5)

•http://www.carlsguides.com/strategy/civilization5/