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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
W H AT I S G A M I F I C AT I O N ?
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
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 ?
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
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
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 won’t play in their free time
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 ?
Playing and creating games
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
Digital Badges:
• Visual indicator of accomplishment or skill in a learning
environment
• Portable validation of knowledge
• Tied to online classroom (MOOC, LMS)
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
Kahoot.it
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
G A M I F I C AT I O N AT O X F O R D & E M O R Y
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
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 doesn’t 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 <as opposed to objects>”
Gamification at Emory – David Morgen:
• Project Manager of Domain of One’s 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
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
GAMIFICATIONRESOURCES