How to get started
Do you have a rewards card at Kroger, World Market, or CVS? Are you motivated by rankings or statistics? Do you have a FitBit or activity tracker to help you get healthier? If so, you are already participating in gamification yourself.
ASCD defines gamification as "the idea of adding game elements to a non-game situation." Some examples of this include ranking systems (i.e. Valedictorian) and rewards for certain behaviors (i.e. moving clips, class/school cash, shopping loyalty cards, etc.).
Common ways we educators tend gamify the school experience would be through our behavior management plans, grade-level competitions, rewards for meeting specific goals, etc. In this issue, we will focus on additional ways to add game elements to the educational experience.
Ideas for Gamified Lessons
What is Gamification?
2-Part Series: Gamification vs. Game-Based Learning
Bringing games into class go far beyond adding points to everyday tasks. Take a look into how to turn part of the learning in your class or school into a game with the suggestions in this issue.
In essence, any element of your experience can be modified to include a game-style element. Before getting started, determine what kind of learner you are. Next, think about your target audience. Are you a teacher wanting to motivate students or are you an administrator or coach working to motivate teachers or others?
The addition of these tips by eLearning Industry will help you design a successful gamified experience:
Keep it simple.
Goal achievement should be the primary focus.
Opt for intrinsic rewards.
Brought to you by:
As mentioned before, you are probably using some amount of gamification already. Below are resources for additional ideas:
Edudemic's 50 Best Videos for Teachers Interested in Gamification
This week's theme: Gamification
The Friday 5: Concise, curated content to enhance the digital and multimedia learning in your corner of the world.
There are many digital and analog tools to help make learning into a gamified experience. Below are some resources to aid you in bringing games into your school or classroom:
Edutopia's Game-Based Learning Page: Do you want to move beyond Kahoot? Take a look at the discussions presented on this page.
BYOD Activities: This page features a list of tools including Kahoot!, Quizziz, Nearpod, ThingLink, and Socrative which offer a game feeling to learning.
ClassCraft: This site, created by a teacher, allows you to turn aspects of day-to-day class into a video game.
Apps and Tools to Gamify Learning
Click here to let us know what you thought of this issue!
How Games Make People Smarter
Increasing amounts of research is surfacing connecting how video games impact brain development and learning ability (spoiler alert: most of it is positive). While next week's issue will delve more deeply into how we all can benefit by learning through the playing of games, below are additional elements to support the case for including gamification simply because it helps strengthen cognitive skills.
Author and researcher Tom Chatfield, explains the "7 Ways Video Games Reward the Brain," in this TED Talk from 2010.
Some of the highlights include how games:
Use chunking skills
Reward effort and accomplishment
Encourage people to take positive risks
Support goal setting
Develop intrinsic motivation
At the simplest of levels, the concept of constructivism, which states that learners construct meaning and knowledge of the world from their own experiences, supports how game elements of any sort can enhance learning. (This video to the explains this theory in a semi-interactive format.)