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Presenter:
Caryn Swark
swarkc@holyspirit.ab.ca




                          Transforming Your Classroom With
                                     Games Based Learning




                          Image by Moroboshi on Wikimedia, lisenced under Creative Commons
What Games Do You Play?
1. What is gamification and why use it?

2. What does a gamified classroom look
like?

3. How can I create a gamified system?

4. What are some other applications of
games based learning?

5. Where do I go from here?
Image by Peng on Wikimedia, lisenced under Creative Commons
The use of game
mechanics and game
design techniques in a
non game situation.

You do NOT have to be
a “gamer” to use
gamification!
Video:
 Memorize information       Use information
 Reiterate facts            Interpret and analyze
 Learn set topics           Explore diverse topics
 Seat work                  Group work
 Lecture format             Self-motivation
 Accept teachings           Question information
 Do things the “right”      Try new ways of doing
  way                         things


    Old ways of educating   The 21st Century Learner Objectives
Lessons from Daniel Pink’s Drive:
Lessons from Daniel Pink’s Drive:

-People are driven by mastery, autonomy, and
purpose
Lessons from Daniel Pink’s Drive:

-People are driven by mastery, autonomy, and
purpose

-Overemphasis on extrinsic rewards can backfire
Lessons from Daniel Pink’s Drive:

-People are driven by mastery, autonomy, and
purpose

-Overemphasis on extrinsic rewards can backfire

-Motivation comes from a state of flow:
becoming so immersed in something that you
lose all track of time
Lessons from Daniel Pink’s Drive:

-People are driven by mastery, autonomy, and
purpose

-Overemphasis on extrinsic rewards can backfire

-Motivation comes from a state of flow:
becoming so immersed in something that you
lose all track of time

*These factors appear naturally in games,
making games based systems an excellent option
for the 21st century learner!*
•   Every gamified system looks different

•   Meaningful gamification has to be about more
    than pointsification (just using the trappings
    of games to “trick” learners)

•   Involves choice, freedom, and fun

•   Seeks to activate prior positive associations
    with games to encourage student
    participation and enjoyment
One example of gamification
Students begin the year as trainees
in the kingdom of Cognosco. As the
year progresses, King Ion VI is
kidnapped by King Nocens from the
neighboring kingdom of Ignarus.
Students must try to save the king.

There are several major events
throughout the year:
• The king’s kidnapping
• Entering into Ignarus
• Storming the castle


In between, students earn
experience points (XP) and “level
up” to become stronger warriors in
preparation for the final battle.
Students begin the year as level one
                                          avatars. They design their own
                                          characters.

                                          Each time a student levels up, they
                                          get a gold coin for the classroom
                                          store and a piece to add to their
                                          avatars (extrinsic motivators).

                                          Students choose between male and
                                          female avatars and name them as
                                          well as creating a back story for
                                          them.

                                          As with any game, levelling is easy
                                          at first, but becomes harder as time
                                          goes on.
Starting avatar   Fully levelled avatar
At the beginning of the year,
students choose whether they
want to be rogues, fighters, or
mages (I use this as a jumping
off point for a story writing
introduction).

Every five levels, students earn
a skill based on their choice.
Experience Points help students
                                             level up. They can be gained by:

                                             •   Completing bonus quests
                                             •   Completing assignments
                                             •   Winning them in Cognoscopoly

                                             Skill points are also experience
                                             points. They correspond to a
                                             student’s grade in a subject. They
                                             can be gained by:

                                             •   Completing exams or
                                                 assignments




In many gamified classrooms, XP = grade. Skill points are my way of addressing
how to calculate experience in a multi-subject setting.
At the beginning of the year,
students choose secret avatar
names known only to me. Every
week, I post a leaderboard with
the current XP under those
names.

Students can choose whether or
not to publicly display avatars,
so the experience is as public or
private as they choose to make
it.
Students also have the ability to
earn achievements, or online
badges awarded via For All
Badges and Edmodo.
Achievements are optional and
do not earn additional XP.

Pictured:

Jack of All Trades: Join 4 or
more school clubs

Expert: Reach level 15

Sesquipedalian: Hand in an
assignment with every word
spelled correctly

Reporter: Make 10 posts to our
class Wiki
Cognoscopoly is a full size
Monopoly board. On Fridays,
students who completed all
homework on time for the
entire week get to roll and
move their piece.

Traditional Monopoly locations
have been replaced with places
like “Stables” and “town
square.”

Students collect 200 XP for
passing go. They can also earn
150 XP for solving a brainteaser
if they land on Oracle’s Quest.
Landing on Treasure Chest earns
them a small prize (eg: 100 XP,
sit anywhere for a day, 15 mins
of free computer time)
James Gee discusses how the
best games have affinity spaces
– a culture surrounding them. To
encourage this, we also have:

•   A collectible trading card
    game

•   Language consistent with the
    game’s premise (eg: When
    we do layered curriculums,
    the layers are called hunting,
    crafting, questing, and boss
    fight)

•   Medieval classroom
    decorations

•   Students are encouraged to
    write “fanfiction” about the
    kingdom of Cognosco
Notes:
*Results from one year only
*Have made changes to the avatars based on student feedback
Clipart from Discovery Education; created by Mark A Hicks
Games require rules. Yours can
         be as simple as laying out how
         you earn points and what the
         goal of the game is. Players
         should also know the “win
         state”: how they will know
         when they have achieved their
         goals.




Image by Greg McMillan on Flickr, licensed under Creative Commons
An important part of scoring is
         the leaderboard, or public
         posting of scores. This should be
         done as soon as possible
         (meaning you need to stay up to
         date with your marking!), but it
         can be anonymous as well.




Image by spcbrass on Flickr, licensed under Creative Commons
Games should have some
                 element of chance. This can
                 take the form of…

                 •    Rolling dice to see in what
                      order presentations occur

                 •    Offering “surprise prizes”
                      (eg: when all students reach
                      level five, there is a prize no
                      one knew about)

                 •    Flipping a coin to decide
                      between two due dates




Image by 8one6 on Flickr, licensed under Creative Commons
 Start Small! It’s overwhelming to do
 it all at once
  A good way to start small: begin with a
   simple shift in perspective, encouraging
   students to view themselves as having
   zero points and gaining more rather
   than having 100 points and losing them
   as they make mistakes.

                         Clipart from Discovery Education; created by Mark A Hicks
 Choose a setting Start by choosing a
 setting or theme for your game
  Most common settings are fantasy or sci
  fi, but you can adapt them to your class.
  For example, if teaching a history class,
  it only makes sense to set your game in
  a historical context!



                        Clipart from Discovery Education; created by Mark A Hicks
 Lookfor simple ways to gamify what
 you’re already doing
  InThe Multiplayer Classroom, Lee
  Sheldon relates the story of a high
  school biology teacher who uses the
  classroom skeleton and pet turtle as key
  NPCs (non player characters), making
  them “quest givers.”

                       Clipart from Discovery Education; created by Mark A Hicks
 Decide   how involved you want to get
  If
    you’re feeling unsure, you may want
  to keep things simple: not worry about
  having a storyline and simply focus on
  integrating some gaming terminology. If
  you’re more comfortable, by all means
  create a story your “players” can get
  involved in.


                       Clipart from Discovery Education; created by Mark A Hicks
Clipart from Discovery Education; created by Mark A Hicks
A few examples of ways to learn with games




                            Image by JacobMetcalf on Flickr, licensed under Creative Commons
FOR…

• Math/Language Arts:
   • Scribblenauts (Nintendo DS, iPad)
   • Professor Layton and the Curious Village (Nintendo DS)

 • Science:
     • Portal (Xbox, PC)

 • Social Studies:
    • Sim City (most systems)
    • Civilization (most systems)

• Phys Ed:
   • Anything with the Wii or
   • Xbox Kinect
• Gamestar Mechanic: www.gamestarmechanic.com

• Brain Pop: www.brainpop.com

• Games for Change: www.gamesforchange.org

• Nobel Prize Educational Games: www.nobelprize.org/educational

• Darfur is Dying: www.darfurisdying.com



There are lots of great educational games online – these are just a
few!
Clipart from Discovery Education; created by Mark A Hicks
Books and websites on games based
         learning and gamification
1. My blog: www.gamifymyclass.blogspot.ca

2. Mozilla Open Badges: www.openbadges.org

3. Games MOOC: www.gamesmooc.shivtr.com

4. Coursera’s Gamification Course: www.coursera.org (search for
   gamification)

5. Kill Screen Daily: www.killscreendaily.com

6. Deep Fun: www.deepfun.com

7. Twitter: www.twitter.com

        Use hashtags: -gbl (games based learning)
                      -gamesmooc (games mooc)
                      -edapps (educational apps)
Lee Sheldon
The Multiplayer Classroom

                                                        Karl M. Kapp
                                                        The Gamification of
                                                        Learning and Instruction

                            James Paul Gee
                            What Video Games Have to Teach Us
                            About Learning and Literacy
Caryn Swark
swarkc@holyspirit.ab.ca
www.gamifymyclass.blogspot.ca

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Learning for the win

  • 1. Presenter: Caryn Swark swarkc@holyspirit.ab.ca Transforming Your Classroom With Games Based Learning Image by Moroboshi on Wikimedia, lisenced under Creative Commons
  • 2. What Games Do You Play?
  • 3. 1. What is gamification and why use it? 2. What does a gamified classroom look like? 3. How can I create a gamified system? 4. What are some other applications of games based learning? 5. Where do I go from here?
  • 4. Image by Peng on Wikimedia, lisenced under Creative Commons
  • 5. The use of game mechanics and game design techniques in a non game situation. You do NOT have to be a “gamer” to use gamification!
  • 7.  Memorize information  Use information  Reiterate facts  Interpret and analyze  Learn set topics  Explore diverse topics  Seat work  Group work  Lecture format  Self-motivation  Accept teachings  Question information  Do things the “right”  Try new ways of doing way things Old ways of educating The 21st Century Learner Objectives
  • 8.
  • 9. Lessons from Daniel Pink’s Drive:
  • 10. Lessons from Daniel Pink’s Drive: -People are driven by mastery, autonomy, and purpose
  • 11. Lessons from Daniel Pink’s Drive: -People are driven by mastery, autonomy, and purpose -Overemphasis on extrinsic rewards can backfire
  • 12. Lessons from Daniel Pink’s Drive: -People are driven by mastery, autonomy, and purpose -Overemphasis on extrinsic rewards can backfire -Motivation comes from a state of flow: becoming so immersed in something that you lose all track of time
  • 13. Lessons from Daniel Pink’s Drive: -People are driven by mastery, autonomy, and purpose -Overemphasis on extrinsic rewards can backfire -Motivation comes from a state of flow: becoming so immersed in something that you lose all track of time *These factors appear naturally in games, making games based systems an excellent option for the 21st century learner!*
  • 14.
  • 15. Every gamified system looks different • Meaningful gamification has to be about more than pointsification (just using the trappings of games to “trick” learners) • Involves choice, freedom, and fun • Seeks to activate prior positive associations with games to encourage student participation and enjoyment
  • 16. One example of gamification
  • 17. Students begin the year as trainees in the kingdom of Cognosco. As the year progresses, King Ion VI is kidnapped by King Nocens from the neighboring kingdom of Ignarus. Students must try to save the king. There are several major events throughout the year: • The king’s kidnapping • Entering into Ignarus • Storming the castle In between, students earn experience points (XP) and “level up” to become stronger warriors in preparation for the final battle.
  • 18. Students begin the year as level one avatars. They design their own characters. Each time a student levels up, they get a gold coin for the classroom store and a piece to add to their avatars (extrinsic motivators). Students choose between male and female avatars and name them as well as creating a back story for them. As with any game, levelling is easy at first, but becomes harder as time goes on. Starting avatar Fully levelled avatar
  • 19. At the beginning of the year, students choose whether they want to be rogues, fighters, or mages (I use this as a jumping off point for a story writing introduction). Every five levels, students earn a skill based on their choice.
  • 20. Experience Points help students level up. They can be gained by: • Completing bonus quests • Completing assignments • Winning them in Cognoscopoly Skill points are also experience points. They correspond to a student’s grade in a subject. They can be gained by: • Completing exams or assignments In many gamified classrooms, XP = grade. Skill points are my way of addressing how to calculate experience in a multi-subject setting.
  • 21. At the beginning of the year, students choose secret avatar names known only to me. Every week, I post a leaderboard with the current XP under those names. Students can choose whether or not to publicly display avatars, so the experience is as public or private as they choose to make it.
  • 22. Students also have the ability to earn achievements, or online badges awarded via For All Badges and Edmodo. Achievements are optional and do not earn additional XP. Pictured: Jack of All Trades: Join 4 or more school clubs Expert: Reach level 15 Sesquipedalian: Hand in an assignment with every word spelled correctly Reporter: Make 10 posts to our class Wiki
  • 23. Cognoscopoly is a full size Monopoly board. On Fridays, students who completed all homework on time for the entire week get to roll and move their piece. Traditional Monopoly locations have been replaced with places like “Stables” and “town square.” Students collect 200 XP for passing go. They can also earn 150 XP for solving a brainteaser if they land on Oracle’s Quest. Landing on Treasure Chest earns them a small prize (eg: 100 XP, sit anywhere for a day, 15 mins of free computer time)
  • 24. James Gee discusses how the best games have affinity spaces – a culture surrounding them. To encourage this, we also have: • A collectible trading card game • Language consistent with the game’s premise (eg: When we do layered curriculums, the layers are called hunting, crafting, questing, and boss fight) • Medieval classroom decorations • Students are encouraged to write “fanfiction” about the kingdom of Cognosco
  • 25. Notes: *Results from one year only *Have made changes to the avatars based on student feedback
  • 26. Clipart from Discovery Education; created by Mark A Hicks
  • 27. Games require rules. Yours can be as simple as laying out how you earn points and what the goal of the game is. Players should also know the “win state”: how they will know when they have achieved their goals. Image by Greg McMillan on Flickr, licensed under Creative Commons
  • 28. An important part of scoring is the leaderboard, or public posting of scores. This should be done as soon as possible (meaning you need to stay up to date with your marking!), but it can be anonymous as well. Image by spcbrass on Flickr, licensed under Creative Commons
  • 29. Games should have some element of chance. This can take the form of… • Rolling dice to see in what order presentations occur • Offering “surprise prizes” (eg: when all students reach level five, there is a prize no one knew about) • Flipping a coin to decide between two due dates Image by 8one6 on Flickr, licensed under Creative Commons
  • 30.  Start Small! It’s overwhelming to do it all at once  A good way to start small: begin with a simple shift in perspective, encouraging students to view themselves as having zero points and gaining more rather than having 100 points and losing them as they make mistakes. Clipart from Discovery Education; created by Mark A Hicks
  • 31.  Choose a setting Start by choosing a setting or theme for your game  Most common settings are fantasy or sci fi, but you can adapt them to your class. For example, if teaching a history class, it only makes sense to set your game in a historical context! Clipart from Discovery Education; created by Mark A Hicks
  • 32.  Lookfor simple ways to gamify what you’re already doing  InThe Multiplayer Classroom, Lee Sheldon relates the story of a high school biology teacher who uses the classroom skeleton and pet turtle as key NPCs (non player characters), making them “quest givers.” Clipart from Discovery Education; created by Mark A Hicks
  • 33.  Decide how involved you want to get  If you’re feeling unsure, you may want to keep things simple: not worry about having a storyline and simply focus on integrating some gaming terminology. If you’re more comfortable, by all means create a story your “players” can get involved in. Clipart from Discovery Education; created by Mark A Hicks
  • 34. Clipart from Discovery Education; created by Mark A Hicks
  • 35. A few examples of ways to learn with games Image by JacobMetcalf on Flickr, licensed under Creative Commons
  • 36. FOR… • Math/Language Arts: • Scribblenauts (Nintendo DS, iPad) • Professor Layton and the Curious Village (Nintendo DS) • Science: • Portal (Xbox, PC) • Social Studies: • Sim City (most systems) • Civilization (most systems) • Phys Ed: • Anything with the Wii or • Xbox Kinect
  • 37. • Gamestar Mechanic: www.gamestarmechanic.com • Brain Pop: www.brainpop.com • Games for Change: www.gamesforchange.org • Nobel Prize Educational Games: www.nobelprize.org/educational • Darfur is Dying: www.darfurisdying.com There are lots of great educational games online – these are just a few!
  • 38. Clipart from Discovery Education; created by Mark A Hicks
  • 39. Books and websites on games based learning and gamification
  • 40. 1. My blog: www.gamifymyclass.blogspot.ca 2. Mozilla Open Badges: www.openbadges.org 3. Games MOOC: www.gamesmooc.shivtr.com 4. Coursera’s Gamification Course: www.coursera.org (search for gamification) 5. Kill Screen Daily: www.killscreendaily.com 6. Deep Fun: www.deepfun.com 7. Twitter: www.twitter.com Use hashtags: -gbl (games based learning) -gamesmooc (games mooc) -edapps (educational apps)
  • 41. Lee Sheldon The Multiplayer Classroom Karl M. Kapp The Gamification of Learning and Instruction James Paul Gee What Video Games Have to Teach Us About Learning and Literacy