Showing posts with label Gamification. Show all posts
Showing posts with label Gamification. Show all posts

Tuesday, July 16, 2019

Classcraft Preparations

I've been using Classcraft for two years now, and this will be my third. I've begun prepping the powers, behaviors that earn XP, GP, or lose HP, as well as adding a ton more random events, as I would like to incorporate those more this year. Here are the settings as I've prepared them so far!

Baurichter's Classcraft Settings

I've borrowed quite a bit from other educators that posted ideas on the Classcraft forums, but many of those ideas sparked the creativity in me to create a few extra random events.

Using Classcraft went a lot more smoothly the second year than it did the first, so I'm hoping to improve that again this year! Logging in every day is key. If I'm logged in during class, it's much easier for me to remember to reward student behavior and correct off-task behavior.

Saturday, March 2, 2019

Capstone: My Plans to Create Gameful Changes in My Classes

This is the final reflection from my class, Leading Change: Go Beyond Gamification with Gameful Learning.


How did having choices about which lessons to participate in, and in what order, impact your learning experience in this MOOC?


When I first started looking into gamification, I took a quiz to find out “What Type of Gamer Are You?” It was no surprise to me to see that I was an “achiever.” These types of gamers loved to “catch ‘em all.” I am the type of person who wants to do well at everything (hence the reason that I took this MOOC on my own terms, as well as why I put a lot of thought into my answers). I also want to collect as many achievements as possible.

Because of this, I greatly enjoy the way that this MOOC is structured. I know that I can focus on particular parts of it to obtain an overall understanding of gameful learning, but I chose to complete each and every module. This way I know that I was able to delve into each and every bit of knowledge that is shared in the MOOC, helping me to fulfill my “achiever” tendencies.

What do you want your school/context to look like in 1 year? 3 years? 5 years? What are the barriers you foresee impeding progress to those milestones? How are you planning to mitigate those barriers?

The teachers in my building/district are of the same mind when it comes to what truly matters; we want our students to be productive members of our global society. In order to do this, many students need motivation. My district has been moving to grades based on summative assessments instead of based on formative assessments. We are also moving to standards-based grading.

I see us continuing to move toward these goals, but I know that introducing gameful learning can help us reach beyond those goals. Because gameful learning provides choice, students will be intrinsically motivated more often. With more motivation, they will be willing to complete more practice (formative assessments), which in turn will help them master the skills that we use summative assessments to measure.

The first barrier that I have already experienced has been our grading system. Our grading system is based on the A through F model, which does not meld well with the 4-point grading scale. Our district has been moving to remedy this by finding ways to put the 4-point grading scale into our existing system. The district also discourages giving students zeros and instead encourages pushing and motivating students to complete their work. In our district, 60% and above is passing, which is different from other districts. I’m not sure exactly how this motivates students, but a lower passing score does stop low grades from de-motivating some students.

Other barriers include teachers not willing to change their ways, parents not completely understanding the changes, and students resisting the changes. These can all be remedied with some professional development and the dissemination of information to each group to help them understand why we are making changes.

In addition, if I simply share out what is occurring in my classroom and show that students are motivated to succeed, I can prove the worth of gameful learning. Of course, everything isn’t hunky dory every day and there are times when students aren’t motivated, but I have noticed a connection. When the activities in my classroom devolve to traditional teaching methods, student motivation takes a dive. When I focus on gameful activities, motivation increases incredibly. Showing the difference to stakeholders can be all that I need to convince them that gameful learning makes a positive difference.

I can also share my journey with stakeholders. By showing them how I have set up gameful learning modules and activities, as well as how I find ways to motivate students, can also be helpful to persuade them that gameful learning is valuable.


What are the “bright spots,” i.e. learning experiences in your context that have already been designed to support learners’ intrinsic motivation? How can you build off of those bright spots?


I have found that games and simulations are a great way to increase motivation. Even when students don’t earn something outright (no points, no grade, no treats, just having fun), they are motivated when we play games or role-play in simulations.

In my gamified classes, I award experience points (XP) for positive behavior. Sometimes when we play games, I will award XP, but not every time. Here is an example activity in which I awarded points, though randomly:

I was teaching WWII. In general, I focus on the big picture and what we can learn from the past when teaching history. It is important to cover specific information such as battles (including who won, when they took place, and who was involved), but the most important part is understanding why each battle was significant and how it led to a long-term impact. I don’t force my students to memorize information such as the specific date of certain battles, as long as they understand an overall chronology of history.

For our WWII battle activity, I put together a “WWII Battle Stations” activity. I chose 13 battles (5 in the European theater and 8 in the Pacific theater) and put together a graphic organizer that required students to find the date, victor, and significance of each battle listed in the chart. I posted a short one-page reading about each battle around the room so students would get up and moving.

After reading about one battle and filling in the row in the chart, the students were to come to me and have me check for accuracy. If their information was accurate, the student was allowed to choose a card.

The cards were another element that I added in to increase motivation. I put together cards that either had positive effects (You have found some penicillin. This can help heal you.) or negative effects (You have run out of food. If you do not find SPAM by the end of the next battle, you die of starvation.) This made the information scavenger hunt into more of a game; after each battle, students chose a card. Some cards required students to roll a die to see if they lived, died, became sick, or deserted.

I added another mystery element by awarding a certain amount of XP to each student based on which cards they held. For example, one card was worth 10 XP, another was worth 100, and one very rare card was worth 500 XP.

Creating this activity was an example of building off of prior successes; I created a Civil War game just like this last year. Including the cards into the activity motivated students to complete the activity in just one class period instead of stretching it out over three days, which is how long it took before I introduced the cards.

I have also created other simulations and games that have captured my students’ interests and kept them motivated during class.

In general, I want my classes to be the classes that I would have wanted to be in while I was in school!


If you are a classroom instructor, what are going to be (or have been) your first forays into gameful curricula?


I have included gamification in my classes for the past two years. I first learned about gamification at a Social Studies conference. Michael Matera, a world history teacher himself, presented about how to increase motivation in the classroom by including game elements. I was hooked right away!

Since then, I have been using Classcraft to keep track of my students’ XP, HP, AP, and GP. They can also log in and train their pets, buy equipment, and use their powers.

Just including a system where students can “level up” has greatly increased motivation, but I have continued to add more game elements to almost each day to help increase motivation even more.


I have earned my certificate!

I successfully completed the course, "Leading Change: Go Beyond Gamification with Gameful Learning" on edX.

It was a lot of work but I learned so much!


Thoughts About Micro-Credentialing and Badging

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.
How might you support your learners in getting micro-credentials for extra-curricular learning?

In my classes, students already earn experience points (XP) for following expectations and completing various tasks. Offering XP for completing micro-credentials could be an option as well.

I have had students create art projects outside of class just to earn XP. I could create similar experiences and challenges in which students earn XP and badges from those challenges.

I’m not entirely sure how to integrate this system with existing micro-credentials in the area, but I will conduct some research into that aspect.

What might be the advantages of connecting your formal learning context with an organization that offers digital badges? 

Connecting my classes with an organization that offers digital badges will tap into the motivations of students who are the “achiever” gamer type. These students (like myself, as I fit into this category) strive to earn as many badges or achievements as possible, and badges can be a concrete way of showing the achievement of learning.

Thursday, February 7, 2019

Conjecture Map - Implementing Gameful Learning

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.

The task set before me in this section of the class was to create a conjecture map; essentially a plan for how my colleagues and I are going to implement gameful learning in our district.

Conjecture:

We will aim for student mastery of educational standards. In order to reach this goal, we will focus on student willingness to take risks and fail, knowing that the mastery is what matters in the end.

Embodiment:

We will implement a 4-point grading scale. My district is in talks with our grade book system to figure out how to accurately depict a 4-point scale within our grade book, which is currently based on the traditional model.
We will teach students what the standards say. This will allow them to know the goals they are striving for.
We are already allowing for student revision/redo/retake on various levels of assessment.

Mediating Process:

We will provide quick and constructive feedback to students so they know if they are on track to meet standards.
We will inform parents about our process and instruct them how the new grading scale will work, especially within the constructs of our existing grade book.
We will discuss our process with each other (how the 4-point scale is working, what it looks like when students gain mastery, what to do when students aren't gaining mastery, etc).

Outcomes:

We will measure students' willingness to try again (keep track of the original score in the grade book as well as additional attempts). We'll talk to students so they know that this isn't a record of their failures, but instead, it is a record of their growth.
We will measure student mastery on the 4-point scale in the context of standards-based grading.

Here is a visual of the Conjecture Map:




Key Elements to a Gameful Learning Community

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.

The key elements to a gameful learning community are as follows:

Attendance is voluntary. The idea behind gameful learning is that much of the involvement is voluntary and people are taking part because they are interested.

There is a sense of belonging. Members of a gameful learning community feel a sense of belonging and everyone welcomes new members. We understand what it is like to be trying a new pedagogical approach without the benefits of others in our district trying the same thing, so we work together and help each other out.

There is open discussion. Members of a gameful learning community appreciate the input of others and often seek out feedback and advice from those who have been trying out this approach for a longer period of time. Moreover, those with advanced knowledge are absolutely willing to share with the group, whether it is advice, constructive feedback, or stories of their successes and failures. There is a real sense of mutual respect and willingness to help.

Having a forum such as Twitter to have these open discussions with a gameful learning community is an excellent way to operationalize the elements. Twitter chats such as #XPLAP are a great example of this. People share ideas, give positive feedback, and share successes and failures, which helps other people develop activities for their own classes. This is exactly how gaming forums online work. People ask questions, receive answers, and can talk about what works and what hasn’t worked for them in their game.

If people are responding to questions and giving constructive feedback, the people receiving that feedback are supported. They are respected for their questions and input and are supported by a group that wants to see them succeed.

Professional Development Experiences

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.

In general, the most beneficial professional development experiences have been experiences that I have voluntarily taken part in. I understand the need for mandatory professional development, but the two experiences that I have chosen to discuss are experiences in which my district might not even be aware of my involvement.

One experience is the EdCampMadWI, which is an ed camp (teachers meet and propose sessions and the schedule for the day is made right there, allowing teachers to share and learn from one another by choosing which sessions they would like to attend) in Madison, WI. I attended last year and meant to attend this year, but subzero temperatures led to my missing out this year. This experience was so valuable to me because I met plenty of passionate teachers who really want to do what is best for their students and the students of others. They were so open to sharing ideas and listening to ideas, asking questions, and offering future help by exchanging emails and twitter handles.

Another experience is actually a multitude, but I’ll sum it up here: Twitter chats. I wasn’t involved in Twitter until a couple of years ago, but it has greatly opened up my world and allowed me to learn from so many other people, as well as ask questions and receive helpful feedback.

Both of these experiences have commonalities; both are organized and attended by passionate teachers who are willing to share ideas, discuss openly, ask questions, answer questions, and most of all, are willing to welcome new members into their learning community.

Monday, December 31, 2018

Failure

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.


Most of my learners are afraid to fail. As high schoolers, they have been through school enough years to believe that failure is not an option. They don’t see failure as a way to learn from their mistakes, but instead they see failure as the end. There is no going back from it. Many classes will allow students to retake assessments or prove their knowledge in a different format, but only a small group of students take advantage of this opportunity. A lot of students have been beaten down throughout the years enough to believe that their efforts are not worth it. Sometimes they don’t see why it is worth it to learn a certain concept, and that stops them from trying again as well.

Most teachers allow retakes, but failure is still “tsk-ed” by some teachers. It’s often held over students’ heads as a stick (in the carrot-stick metaphor). I am not immune in this as well, and it is something that I absolutely have to work on. When it comes to parents, many parents are open to the changes that teachers are trying to make when it comes to flexible deadlines and retakes, but there are always community members who don’t quite understand why this can be better than sticking to hard deadlines and giving out zeros. More communication about the process could help to ease this tension.

I think that I need to be a support system for students and parents. I need to provide low-risk opportunities for students to fail, and give them helpful feedback that can help them fix their mistakes. Over time, as students begin to see that their “failures,” no matter how minor, help them to improve, they will be more willing to take more risks in the future to improve themselves.

Personalizing the Education Experience

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.


There isn’t much personalization happening, at least in my classes. This is something that I want to work on. I do allow students to choose topics of interest to study and there are a lot of opportunities to do this within my Social Studies classes. For example, when completing a project about Progressive Era reform, students are given options of influential individuals to study. This allows some student choice on the matter.

I also allow students to choose the media in which they would like to complete their projects. Sometimes I will require that students create an infographic, but other times I will give them choices: poster, website, blog post, video, etc.

All choices are given by the instructor, which I think is necessary, especially when completing certain research projects. If I don’t give a list of influential individuals for students to choose from, someone might choose someone that doesn’t fit into the time period at all.

I think the learners’ autonomy can be increased by allowing choice more often throughout the year, but it is important for the teacher to provide the choices and avoid making all tasks too open-ended.

Sunday, December 30, 2018

The Future of Learning Autonomy and Personalization

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.

Prompt:
Imagine a future in your school (or other learning context) where learner autonomy and personalization are maximized.
Write a short reflection where you predict the future of this personalized learning in your school, both in the short term (5 years) and in the longer term (more than 10 years). How will teaching be different? How will the learners’ experiences be different?


Response:
High-achieving students will push back at first because they’ve learned how to play the “game of school” and probably won’t adjust right away. Soon though, students will get used to the new way that school works. They will realize that they have the independence to choose to learn about topics that most interest them, and they will be able to exhibit their learning in the way that best suits them.

In the long term, teachers will be able to devote more time to students who are struggling to meet their goals, as most students will be able to move toward their goals independently. Teachers will have more time to conference with students about how to meet their goals and set micro-goals instead of trying to convince students that the content is worth learning. With personal interest and stake in the content, students will be more likely to police themselves and complete the tasks that they need to complete in order to achieve their learning goals.

Self-Determination Theory: Motivating Students

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.

Prompt:
Reflect on your own experiences as a learner, and think of a time when you felt extremely engaged. Use one or more of the motivation theories we described to decode and explain why this experience was so engaging for you.


Response:
One experience in which I felt extremely engaged was in my AP US Government and Politics class in high school. The teacher assigned a Supreme Court Case project, which I have adopted for use in my classroom and is still my favorite project to work through with my government students.

The Self-Determination Theory (appealing to students' Autonomy, Belonging, and Competence in order to engage them) thoroughly explains why I was so motivated to succeed during this activity.

Autonomy:

I was a junior that was already interested in government, so I was already intrinsically motivated to learn about the course content. The topic of our Supreme Court Case was a case about physician-assisted suicide, meaning the constitutionality of the “Death with Dignity Act.” The Supreme Court Case activity was structured in a way that there were three roles: lawyer, justice, or spectator/reporter. This provided students with a choice; which role would we take on for the activity? There could only be four lawyers and nine justices. All other students had to be spectators/reporters. Each role had different tasks to complete. The part that unnerved me the most as a high-achieving student was that each role had a certain grade threshold. For example, the lawyers, if meeting all requirements, could earn an A. Justices, if meeting all requirements, would earn a B. Justices could earn an A if they went greatly above and beyond. Spectators/Reporters could earn a C unless they went above and beyond. This scared me as a student because I was not chosen to be a lawyer and didn’t want a B - but this provided a challenge for me that I will describe when I discuss “competence.” This sort of “layered” approach to grading the activity also helped students see the grade that their effort would earn them.

Belonging:

In the Supreme Court Case activity, there was a sense of belonging because each student had a role to play. The lawyers needed to provide a brief and argue the case. The justices had to take notes and write an opinion once the case was over. The spectators/reporters had to write a newspaper article or create a newscast to describe the case and its importance. Each lawyer and justice also had to present their findings to the class, so there was accountability in that. The reporters did not present their findings, but their articles were peer-reviewed by other students.

Competence:

The Supreme Court Case activity gave all students an opportunity to be challenged. Even students who chose to be spectators (at the C-level) had an opportunity to earn an A, given that they challenged themselves to write a thought-provoking article. In my case, I was very engaged by the topic of the case and wrote a justice opinion that earned me an A on the project, instead of the B-level that would have been earned from just meeting the requirements. The challenge for me was writing a justice opinion that was backed up by facts, the U.S. Constitution, and prior cases that had been tried in other states. I had to do a great deal of external research to find information that would support my decision as a justice, and this created an opportunity for me to deliver a justice opinion that impressed my teacher.

Intrinsic Motivation

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.

Prompt:
Think about your own work/teaching/leadership context; in what ways are you tapping into your learners' intrinsic motivations? Where are you (perhaps) demotivating your learners?

Response:
My students receive choices, though not as often as I would like. In teaching history, I focus on the skills more so than on specific facts. For example, when discussing the Civil Rights Movement, my students must discuss individuals such as MLK Jr., but I give them choices in other aspects to research (Fannie Lou Hamer, Claudette Colvin, etc.).

While completing a short research project, students are also given choices in the media that they use to create their project. They must use each project type at least once during the school year, but they choose the order in which they would like to complete them. For example, they have choices (documentary, podcast, poster, infographic, website, etc.) and they can only choose one media to use for each project. They can also only create a website once, so after they make that choice, they have to create a different type of project next time.

I realized this year in doing the National History Day project (which I have done before) that I have demotivated my learners in assigning too many weekly assignments. Many students are burned out, even the ones who were really excited about the project when we first started. I started too strong and next year I will pare down the number of assignments that students will have to do.

10 Principles of Gameful Learning

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.

The first module of my class, Leading Change: Go Beyond Gamification with Gameful Learning, covered the 10 Principles of Gameful Learning. Essentially, the ten principles explain what video games have taught us about learning, and how we can apply these principles in schools to increase student engagement. Here are the 10 principles and my reflections on each one:

  1. Clear Learning Goals
  2. Identity Play
  3. Embedded Assessment
  4. Intrinsic and Extrinsic Motivation
  5. Support Autonomy
  6. Encouraging Belonging
  7. Support Competence
  8. Productive Failure
  9. Encourage Exploration
  10. Practice and Reinforcement

1. Clear Learning Goals

Imagine pressing "start" on a new game without knowing the goal of the game. You'd be questioning where you're supposed to go, what you're supposed to do, and whether this game is even something that interests you as a player. Clear goals are necessary for both gaming and education. Students need to know the goals of the class or lesson, otherwise, all efforts are meaningless. Like students in a classroom without clear goals, a player could end up wandering in circles, weaponless, for hours, not having a clue that they are supposed to find their sword inside of a hidden castle. Without the sword, the player cannot advance. In the same way, without the tools that they need to succeed, a student cannot meet educational goals.

2. Identity Play

When playing a game, even the game of school, there are three identities at play. All three identities need to be in harmony. First, there is a player. Second, there is a character within the game. Third, there is a combination of the player and the character. This can explain why a person feels upset when their character dies in a game. They might feel like they have let their character down. This melding of identities can serve as a motivator for some students.

3. Embedded Assessment

Games also do a great job of constantly giving the player feedback. Every time Mario collects a coin, there is a distinctive jingle. Every time a player catches a Pokemon, there is a distinctive jingle. Feedback in a classroom should be just like this in a sense; it should be as immediate as possible. Learners thrive on knowing what they have done right, as well as knowing the specifics about what they have to work on to improve their performance.

4. Intrinsic and Extrinsic Motivation

The teachers of the course make it clear that intrinsic motivation (motivation that comes from inside of a person) is not necessarily better than extrinsic motivation (motivation that comes from rewards outside of a person). As teachers, we are told that too much extrinsic motivation can be a bad thing. This might be true, but in small doses, extrinsic motivation can be beneficial. Not every student will be intrinsically motivated to learn certain subjects. This is where extrinsic motivation comes in. Extrinsic motivation is used to encourage the development of intrinsic motivation. For example, a student that simply does not understand a math problem might think that it is meaningless and will not attempt to complete it. If the student is promised a cupcake if they can finish it correctly, they might be more likely to complete the task, even though this is extrinsic motivation. Once they complete the task and earn the cupcake, the teacher can build on their success by praising their perseverance and increased abilities. This might make the student more confident in their ability, and therefore more intrinsically motivated in the future.

5. Support Autonomy

In order to be properly motivated, students require choice. Understandably, there is not always room for choices, but almost everything that learners are required to do in school allows a reasonable opportunity for choice. Teachers must be careful to not leave all choices completely open-ended though; teachers should provide a small number of meaningful choices that will help students reach their educational goals but will also allow students to choose tasks that suit them individually as a learner.

6. Encouraging Belonging

Students should know that the teacher is there to help them reach their educational goals, not to punish them for missing problems on the homework. Creating a sense of safety within the classroom can help students feel at ease and can encourage risk-taking. Many games capitalize on a sense of belonging, such as online games. If a player feels isolated, they are likely to stop playing the game. This also applies to school. Encouraging belonging can be accomplished by team-building, giving feedback to students so they know that their teacher supports them, and by offering opportunities for peer feedback.

7. Support Competence

This principle is, in my opinion, one of the most important. Students need to remain in the "Zone of Proximal Development (ZPD)." This is the zone where a student is adequately challenged. It can be difficult for a teacher to keep track of exactly where each of his or her 200+ students lie on a scale of mastery in each standard, but this is where student choice is helpful. Students will choose tasks that put them in the ZPD. Many pessimistic teachers might say that students will choose the easiest path, but more often than not, this is not the case, especially if you have game mechanics running in your classroom. If students choose the easy path, they will be bored. If the teacher makes engaging content or provides other incentives for students to try a challenge (or by not allowing students to slack off and watch YouTube videos), the students will choose a more challenging task. If students are challenged too much, they might become frustrated. This is where the teacher steps in to help provide the steps necessary for the student to succeed. In general, if teachers show that they are on the side of their students, students will be more comfortable taking a risk and challenging themselves.

8. Productive Failure

Many high-achieving students have NEVER FAILED. This is unproductive and can only set these students up for anxiety in their futures. We teachers need to provide students with opportunities to fail. We need to lower the risk of failure and encourage students to take risks. In video games, if the character dies, they return to the beginning of the level or a save spot and have a chance to try again. It isn't game over the first time that a character dies in a game. It also shouldn't be game over in our classrooms. In addition to helping students learn that failure is just another step on the road to success, we need to provide specific feedback that will help students succeed.

9. Encourage Exploration

Many gamers enjoy exploring each part of a level on their video game. There is always a possibility of finding easter eggs, and this is an exciting prospect for many players. We can also make exploration an exciting possibility for our students. For example, using lectures to provide students with all of the information that they need for the test is an easy way to trudge through class content, but there is no room for exploration. Provide students with a research question and see what they can come up with, or have them write their own research questions. Exploration is a great way for students to look into topics that pique their interest.

10. Practice and Reinforcement

Just like in a video game, practice improves a person's abilities. All learning activities and assignments should have the same goal; to improve abilities. All practice should be meaningful and should be scaffolded at first. Giving students an assignment to take home without the ability to consult a teacher can be a disaster if the students haven't practice the skill before. We teachers have to be cognizant of that and make sure that our student activities match their skill levels and provide a bit of a challenge. Such practice should also be reinforced with timely feedback.

Conclusion

In general, this module of the class was a great place to start. I can already see some principles that I have been neglecting, and some things that I need to work on. For example, I teach to the average a lot and don't offer a lot of opportunities for challenges. This will be my main focus moving on; differentiation is a way to help students who need more assistance to meet learning goals, but it should also provide an opportunity for high achievers to be challenged.

Leading Change: Go Beyond Gamification with Gameful Learning (Introduction)

This is one of my reflections from my class, Leading Change: Go Beyond Gamification with Gameful Learning.

Upon conclusion of my Legacies of WWI class, I have enrolled in a new class titled Leading Change: Go Beyond Gamification with Gameful Learning. This is a free course offered through MOOC.org.

I will be posting my reflections from this course here on my blog in hopes of organizing my thoughts a bit better! To start, here is my "why":


My name is Carlene Baurichter, but everyone calls me Carly. I teach 9-12 grade Social Studies in a small town in Wisconsin. We are a very small school district with only 300 students in grades 6-12. Currently I teach US History, World History, Economics, Psychology, and Sociology. I have been interested in gameful learning since I attended a conference three years ago. Michael Matera, a huge proponent of gamification, was the speaker. A colleague and I attending the session were inspired and decided to gamify our classes. This is my second year using gamification in all of my classes, 9-12. I’m interested in learning more about gameful learning and how I can integrate games and game mechanics into more of my coursework. Currently I award students experience points for behaviors, but I would like to integrate badges, modules, and create a more personalized learning experience for my students.

Thursday, December 20, 2018

Day 3: Play-Doh, Classcraft, and Student Questionnaire

Play-Doh Conversation-Starter Activity

After the Movie Marquee activity, I told students which teams they would be in for our gamified class. They sat in their teams and were given Play-Doh and a pile of get-to-know-you questions. I found all of the questions on a webpage titled "200 Questions to Get to Know Someone."

I told students to take turns. One person picks a question and answers it. The next person picks a different question and answers it, and so on. I gave them an option for using the Play-Doh: they could just mold it with their hands while talking, as many people just need something to do with their hands while talking, or they could mold their answer using the Play-Doh.

While they were doing this I imported students from Google Classroom into Classcraft and put them into teams.



Classcraft Introduction

After students were placed in teams on Classcraft, I introduced the game to them. I talked through the following...
  • Character Types
    • Warrior
    • Healer
    • Mage
  • Points
    • XP - Experience Points (how to earn them by meeting or exceeding expectations)
    • AP - Action Points (how to use powers to eat in class, choose music, use notes on quizzes)
    • HP - Health Points (how health points can be lost by not following expectations)
    • GP - Gold Points (how to use GP to buy armor or prizes in the classroom like snacks or hot chocolate)
I will write some posts in the future about how I structure my gamified class, so stay tuned for that!

After I introduced the game (and answered about a million awesome questions from my excited students!), students had the opportunity to create their characters, choose their team crests, and check out the platform.

That night I gave each student the XP that they earned fro the Teacher Quiz on Day 1.

Student Questionnaire

Before students left the room I gave them a questionnaire so I could learn more about each of them. I adapted my questionnaire from a student survey that Pernille Ripp put together. Students were to finish it that night and bring it back the next day. I gave XP to each student who brought their survey back completed the next day.

I learned a lot about their personalities by reading these!






Tuesday, September 25, 2018

Day 1: Teacher Quiz and Student-Made Class Guidelines

Attendance


I started the first day by introducing myself, just by saying my name. Then I took attendance, making sure to pronounce each name correctly and to write down nicknames that my students prefer. I told them before I started going through attendance that I wanted them to correct me if I was wrong in my pronunciation because their name is important!

Teacher Quiz


After going through attendance, I gave each student a half-piece of paper and told them to number 1-10. I then went through a slideshow that had 10 questions about myself. I told students that they would earn 10 points for each correct answer, and the points would come in later. The points would not go in the grade book so there wasn't any risk attached to the quiz.

I took this opportunity to hype up gamification and the cool things that we'd be able to do in our class game. This way, students knew that the points would be awarded later in the week and they weren't pointless!

Here is an idea of some of the questions...

  • How many siblings do I have?
  • What is my middle name?
  • What animal do I have as a pet?
  • What is one of my hobbies?
  • Name one place that I worked before I was a teacher.
  • Name a club or extra-curricular that I was involved in when I was in high school.
They seemed pretty interested to learn a little something about me and I had a great time hearing some of their guesses to my questions. I got a glimpse of their personalities almost immediately!

Class Guidelines (Created by Students)


In our last few minutes, I told the students to turn over their half sheet of paper and write 2-3 guidelines that we should follow in our class. I told them to consider how students should act individually, how students should act toward each other, and how I, their teacher, should act.

They turned in the sheets on their way out of the door. I compiled all of the guidelines from all classes and made a poster that remains on the wall to remind students of the expectations that they came up with and I shared the list with them the next day. I told them that I did not add anything to the guidelines, which is 100% true. They came up with an excellent list and I didn't need to add anything at all.

The Guidelines are now posted on the wall and referred to often.
Students are pretty good about following them, as they know that they
had a hand in creating them.

Thursday, September 20, 2018

First Week of School

This year I started at a new school and I made a conscious effort to show students that my main goal is to be there for them and help them to succeed. I also want my students to support each other in their endeavors.

We spent the first week focusing on creating a positive and supportive culture in the classroom before we started any content. In my experience, focusing on teamwork, collaboration, respect, and building each other up makes the rest of the school year run a lot smoother. This is certainly proving to be true this year!

First of all, I am consciously trying to stick to the following goals:

  • Refer to the classroom and classes as "ours" and not "mine"
  • Remind students that their voices matter in all activities
  • Smile and have fun! The "don't smile until Christmas" rule is ridiculous
  • Avoid the words "ice breaker"

Over the next few blog posts I will be explaining how I stuck to the above goals while sharing the activities that my class did during the first week of school, including reflections upon the overwhelmingly positive changes that it has made in my classes in only three weeks.

Here is an overview of the topics that are covered:

Wednesday, August 1, 2018

Quizlet Unconference 2018

I've been doing a lot of professional development in the past few weeks. I was hoping not to get burned out, and the Quizlet Unconference has re-energized me! I didn't realize all of the cool things that Quizlet could do. I thought it was just another flashcard website, but there are seriously so many options.

Here are some of the awesome things that you can do with this robust and interactive website.









Interactive Diagram Library

1. Create interactive diagrams


This is really awesome. You can upload a diagram and then choose "points" to add information. Students can look at the diagram and practice studying by filling in the blanks and hovering over the "points" to check their answers. Click here to check out a library of interactive diagrams.


Major Battles of the American Revolution, by aqonline



2. Match Game



This game is a lot of fun! It is a timed game where students have to match the terms to their definitions. It also keeps track of student progress in the form of a leaderboard, so there is a competition aspect as well!

Major Battles of the
American Revolution
by aqonline


Constitution, by victor_massian



3. Learn



This part of the website allows students to put in the date of an upcoming assessment (their goal) and reminds the student to study over the course of time between the creation of the list and the date of the test/quiz. What a great way to encourage students to keep track of their goals and remember to study instead of cramming the night before!



Constitution by victor_massian


4. Time Saving


Quizlet also provides so many ways to save you time. I won't be listing them all here, but here are two of my favorites:

You can import vocabulary lists from other platforms, like Word, Google Docs, Sheets, or any other word processor. The process takes seconds and is so easy!

You can combine existing vocabulary lists into a brand new list. This is excellent for classes that have final exams. You can combine the lists together and students can make a copy of the list and delete words that they know well. This will allow them to customize their list and study the words on which they need the most practice!



I'm excited about the possibilities of Quizlet (a completely FREE website) and I'm looking forward to digging deeper over the course of the school year!




Wednesday, July 11, 2018

Shake Up Learning: Ch. 9: Unleash Creative Thinking

Most of my projects allow student choice in topic (within a time period), medium (digital or physical, website, podcast, video, poster, board game, etc.), and level of creativity (creativity earns students XP in my gamified class, and does not affect their grade). Students love the competitive aspect of gamification and many will go above and beyond even my expectations of what an incredibly creative project looks like. When a student wants to try something new or really challenge themselves with something they’ve never tried before, they can earn XP for creating a challenge for themselves. One time I had a student that loved woodworking. She made a box and used that as her medium of presentation, attaching her information to the outside and inside of the box. It was very creative and she was able to do something she loved by woodworking.

Each project is an opportunity for creativity and problem solving. Sometimes a student will challenge themselves to create a project such as a music video, and they will run into problems along the way. I help them through the best that I can and we recruit help from other students. Most students push through the challenges and complete the project by solving the problems they encountered because the bigger the challenge, the more points they can earn for themselves and their team. We also do gamified challenges that encourage students to problem solve. I would like to incorporate more of these challenges this year.

Some day-to-day formative assessments have to be rigid, because I am checking to see what my students have learned, but the practice can be more flexible. My projects are already extremely flexible.

I don’t provide my students with very many rigid expectations for working on assignments and projects. Most of the time when I assign research, even just a short answer to a research question, I don’t provide a text for my students to read. I take away the obvious resources and have my students find resources on their own. At first they seem lost and many just try to Google the answer, but this is a learning opportunity. We talk about how to Google using the advanced search, how to avoid websites that lack credibility, how to corroborate resources to make sure that we’re finding the truth, how to avoid websites that are basically just ads, etc. Taking away the obvious resources such as the text has helped my students learn to find credible answers for themselves.

Example of a Creative Project:

I think the best way to make an assignment to unleash more creativity would be to give less specifics in the rubric. Make the learning target clear, and let students find a path to it. If you spell out each and every part of the project, you will get identical results from each student. Boring! Allow students more choice. Giving a choice in topic, medium (video, podcast, website, poster, song, etc.), and whom they would like to work with as well can open many creative doors.

This was a final project I used with my US History class. The only requirement was this:

"Choose any topic that interests you, as long as it concerns US History. Your task is to research your topic across at least two different periods of US History. The two time periods that you research must be at least 20 years apart. Compare and contrast how your topic is/was perceived by Americans, as well as how your topic has changed over the course of time. (Historical Thinking Skill: Patterns of continuity and change over time). You must cite your source in MLA format."

Everything else was up to the kids! Some freaked out a little because they didn't have much guidance, but in the end most students liked the freedom. Presentations went very well because there was such a great variety of topics and types of projects!

My first piece of advice: Be patient with your students! They will ask you a million questions, mainly, "Is this what you want?" Just let them explore. Also, encourage peer feedback. The kids are willing to help each other more than you'd think. Also, start small. I did similar projects with minimal rubrics on much smaller scales before we did the final project. The small projects were minimal amounts of points as well. Students are less likely to be creative if the risk is too high. My classes are gamified too, so I give extra XP to students who take risks, try more difficult projects or something they haven't done before, or really put an incredible amount of effort in.This doesn't affect their grade, so students really get creative and show you their strengths!

Wednesday, January 17, 2018

Civil War Battle Stations - ENGAGING History card game!

Sorry for the broken images. I am going to fix that as soon as I have an opportunity to take new screenshots. I'm not sure what happened there.

This year I began to gamify my classes. I have been taking it slow, but recently I decided to really jump in, and I am so glad that I did!

My big success this week was creating a Civil War card game that greatly engaged my students in learning about the battles of the Civil War using about 60 minutes of class time. I had so much fun creating the game, and my students had a lot of fun playing it!

Here is how I developed the game...

I had a dilemma. We were nearing the end of the semester, and I needed to fit my Civil War unit in before the first semester was over, but that meant that the unit could only be two weeks long.

I had no idea where to start! What to focus on, what to skip... I knew that I had a great activity in mind with History Blueprint's "Civil War Battle Stations" activity, but in prior years it had taken three or four class periods for students to slooowwwwly navigate through the 12 battles in the activity. That was way too long. My students simply weren't engaged in the activity all by itself.

I really liked the activity, but I wanted to add some game mechanics in there to motivate my students. We've been using Classcraft, so I decided that XP would be an excellent reward for my students.

But how would I grant XP? Correct answers? That didn't seem motivating enough. The first group done? That wouldn't guarantee that students would try to get the correct information.

Instead, I decided to make a card game that would extend upon the activity.
I had so much fun putting the game together and coming up with the random events! Here is how the lesson played out:
Students would still have to navigate the battle stations (posted around the room) and fill out the chart (battle name, victor, location, and how the battle affected the outcome of the war), but there was an additional element.

Since the beginning of the unit, my students were organized into teams that were nicknamed with state names. Certain states, like South Carolina, were Confederate states. Others, like New York, were Union states. I also had groups that were the border states, which were the states that remained in the Union but still had slaves. I made it clear that the teams were named as such just to help students remember the two sides in the Civil War, and that I didn't believe that students had one perspective over the other.

We began navigating the "battle stations" yesterday. When students visited a "battle station," they would record the information from the battle on the chart and then come see me. I would check for accuracy, and if all was correct, they would get to choose one of the cards that I made.




If the student was part of a "Union" state, and if the Union won the battle that they had just recorded, the student would get a green-colored card (printed on green paper). The green cards were items or good events. The same goes for if the student was part of a "Confederate" state, and if the Confederacy won the battle.

If the student's side (Union or Confederate) lost the battle, they would have to pick a red-colored card. The red cards were negative events.







There were some cards that negated each other.

Here is one example:



The goal of the game was to survive the Civil War. Two-thirds of my students made it through the war alive. Even when students "die" in the war, they continue to play the game and visit the battle stations, as each card was worth a random number of XP. I had the cards' values written down on my master copy of the cards, so I knew how much each card was worth, but my students did not. This provided a little bit of mystery!

Once the game was over, students that survived the Civil War earned 500 bonus XP. Students also gained XP for each card. They earned XP for both good and bad cards, as there were more Union victories and I wanted everyone to have an equal chance of gaining XP.

Instead of taking four class periods, the activity took one and a half. Instead of students wanting to sit out, all students were engaged, even those who generally try to avoid classwork. The key is that it didn't seem like classwork. In fact, it wasn't classwork. It was a game! And through the game, my students learned how each "battle station" event affected the outcome of the Civil War. They were able to see how the war played out, and they had fun doing so!

Here is the "Civil War Battle Stations Card Game" document with the cards that I created. Feel free to make a copy and make the cards your own!




My plan is to spruce up the cards a bit and adding more as time goes on, but I'm excited to get these out there! Enjoy!