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Gamification to Engage Students in Literacy. Patrice Becicka , Ben Wilcox, Michael Young College Community School District. “If a child can’t learn the way we teach, maybe we should teach the way they learn.” - Ignacio Estrada. Gamification :. - PowerPoint PPT Presentation
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Gamification to Engage Students in LiteracyPatrice Becicka, Ben Wilcox, Michael YoungCollege Community School District
“If a child can’t learn the way we teach, maybe we should teach the way they learn.”- Ignacio Estrada
Gamification:Applying game design thinking to non-game applications to make them more fun and engaging. It can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players.
Components• Progression
– Building Levels• Investment
– Achievements– Collaboration– Mastery Learning
• Streaming Discovery– Navigating Learning– Uncovering Pockets of Knowledge– Countdown and Loss Aversion– Synthesis and Skill Set
Connections• Immediate Feedback & Reinforcers• Progress Tracking & Mastery
(Badges, Leaderboards, Competition)
• Increasing Difficulty (Leveling System)
• Low Risk of Failure (Unlimited Retakes)
• Storyline / Narrative • Student Choice
The Kickstart• Problems of Practice
– Common Core– Meeting Diverse Needs– Student Engagement
• Gamification as a Solution– Synthesis of Multiple Knowledge and Skills
through Mastery Learning Addresses Demands of Common Core
– High Levels of Flexibility and Feedback Meet Diverse Students Where They Are and Move Them Forward
– Active Learning: Those Doing the Work are the Ones Doing the Learning
How Can That Work?• Traditional Classrooms• Collaborative Classrooms• Self-Contained Classrooms• Period Schedules• Block Schedules
Solution: Humanize It!
Humanize the Classroom
Our Path• First Gamification: December,
2012• Gamification Title: Hunting and
Gathering• Platform: Google Site• Game Overview: Students
completed tasks at various levels. Once students completed literacy task, they moved onto the next level.
• Successes: Using Technology to Deliver Instruction (Flipped Learning)
• Lessons: Wow! Putting Work on Students is Hard!
Our Path• Eight Gamified Units of
Instruction• Lessons Learned:
– Use a Narrative– Incorporate Multiple Opportunities for
Feedback• Student Self and Peer Assessment• Teacher Feedback
– Flexibility is Key• Responsive Teaching• Teacher as Coach
– Pacing is a Challenge– Less is More– Video Lessons Help (Personalized with
Familiar Faces, When Possible)
QUEEN’S RANSOM: THE PROCESS
Score Pre-Assessment Based on Assessment Scoring Guide and Rubric Look for Patterns; Recognize NeedsDetermine Next Instructional Steps to Address Instructional Needs
What Needs Taught/Re-TaughtHow It Should Be Taught/Re-TaughtContinued Assessment to Determine Success of Instruction and InterventionReflection on Student Growth and Instructional Impact
QUEEN’S RANSOMWWW.TINYURL.COM/QRGAME
Queen’s Ransom is a writing unit created as an intervention for students that has become our most
successful game to date.
Instructional Focus: Expository and Argumentative Writing
Premise of the Game: The player is in the kingdom of Scripton and the Queen has been
kidnapped. The player is tasked to complete writing challenges as a way to earn gold coins to pay for the
queen’s safe return.
GAMIFICATION PATH
Hunters and GatherersFarming and CivilizationInstitutions DevelopSummer ReadingEmpires EmergeWorld of 1491ExplorationQueen’s RansomThe Colony
Questions