SlideShare une entreprise Scribd logo
1  sur  32
Gamification in 
Learning 
Environments 
WSI December 2014
Games are engaging!
Minecraft players are 
motivated by: 
Player 
Needs 
● Choice / Creativity 
● Challenge / Obstacles 
‘It’s no fun without the Zombies” 
● Sharing ideas and learning with 
friends 
● Showing off their work online 
● Group games / roleplay 
● Autonomy and Mastery
Teacher Challenges: 
● I have to repeat myself - I wish they 
would listen (and turn up on time) 
● I wish I had more time to spend with 
Business each student at the level needs 
they need 
● So much paperwork reduces my 
teaching time 
● Why don’t they ask me when they 
need help? 
● I don’t have enough time to assess 
them properly
Alignment 
Minecraft players 
are motivated by: 
● Choice / Creativity 
● Challenge/ Obstacles 
‘It’s no fun without the 
Zombies” 
● Sharing ideas and 
learning with friends 
● Showing off their work 
online 
● Group games / 
roleplay 
● Autonomy and 
Mastery 
Teacher 
Challenges: 
● I have to repeat myself, 
I wish they would listen 
● I wish I had more time 
to spend with each 
student, at the level they 
need 
● So much paperwork 
reduces my teaching 
time 
● Why don’t they ask me 
when they need help? 
● I don’t have enough 
time to assess them 
properly 
Simulated Workplace 
Roleplay 
Observation 
Holistic Assessment 
Formative Assessment 
Portfolios 
Self Assessment 
Peer Support 
Online Forums 
Project Based Learning 
Flexible Assessments 
Feedback 
Status, Access, Power 
Badges, Points,
Smartphones & Social Media
Educational Technology Solutions 
● Google Community (Groups) 
● Google Forms (Feedback, Surveys) 
● Google Documents (Collaboration) 
● Google Sites (Free Portfolios) 
● Moodle LMS (Badges) 
● Free browser-based web apps (WeVideo.com) 
and lots of sticky notes
Single 
Sign on 
to 
multiple 
services
Tasks, Events and SMS Notifications
Collaborative cloud documents
+Google Community
Daily Summaries
Class Absences
Sharing Work
Cats and silly stuff
Working above & beyond
Student Support
Educational Technology Solutions 
● Google Community (Private) 
● Google Forms 
● Google Documents 
● Google Sites (Free portfolios) 
● Moodle LMS (Badges) 
● Free browser based web apps (WeVideo.com) 
and lots of sticky notes
Acting (Competitive) 
Killers 
(socially dominant) 
Achievers 
Interacting (Collaborative) 
Players (People) 
Socialisers 
Motivations: Bartle Player Stereotypes 
Explorers
Which activity BEST suits your player type? 
Acting (Competitive) 
Killers 
(socially dominant) 
Socialisers 
Interacting (Collaborative) 
Players (People) 
Quiz - Multiple choice 
Assignments - Write 
Essay 
Chat - Interview 
Forum - online debate 
Forum asynchronous 
discussion 
Lesson pathways of 
learning 
Glossary - define 
concepts 
Database - collect info 
Workshop - peer 
assessment 
Wiki - collect info 
Online survey: www.bit.ly/bartlex 
Achievers 
Explorers
Moodle for motivation toolguide 
www.bit.ly/mfm2013
Which House will become the 
noble family to rule over all of 
Tareesteros? 
Guilds 
● Movie Makers 
● Photographers 
● Game Design 
● 2D animation 
● 3D animation 
● Sound Editing 
● Visual Design 
● Coding 
Houses 
● House of Martel 
● House of Blue 
Phoenix 
● House of Nomadic 
Bastards 
● House of Aldmers
Houses 
These are friendship 
based groups of 4 - 5 
people. Attendance and 
participation is rewarded 
through points or group 
voting on best product. 
Each week one house is 
declared the winner 
based on total points of 
individuals plus house 
points earned. 
Achievements are offered 
to encourage teamwork, 
eg 
- Supportive 
- Positive Feedback 
- Originality 
Guilds 
Guilds are skilled-based 
groups. There are 1 - 3 
nominated Guild leaders for 
each skill. Each learner 
chooses their own area of 
speciality. They collect 
resources, provide 
demonstrations and support 
other people to improve 
their skills in this area. 
Badges are provided as 
Master or Mentor levels in 
each Guild. 
Which House will become the 
noble family to rule over all of 
Tareesteros?
This classroom 
gamification project 
aims to increase 
engagement in class 
activities, 
attendance, 
confidence to 
continue learning, 
and increase 
completion rates for 
a qualification in 
Certificate III /IV in 
Digital Media. 
The students are 
mainly young men 17 
- 22 with a few 
mature age students. 
The average 
completion rates for 
VET (TAFE) courses is 
32%. In smaller 
regional towns this 
figure drops even 
lower.
Expectations 
1) Show respect 
2) If your mobile phone 
distracts other learners you 
will be asked to keep it on 
silent 
3) Listen to other people’s 
opinion 
4) Contribute to group 
activities 
5) Offer assistance to other 
students 
6) Boost people's confidence, 
we are all here to learn 
7) Please consider your 
fellow classmates and 
shower and wear 
deodorant 
Flaying 
1) Smelly feet - keep your shoes 
on please 
2) Swearing at other villagers 
3) Criticizing (Unless someone 
has asked your opinion) 
4) Late back from breaks , so 
others can’t learn 
5) Not putting your rubbish in the 
bin and cleaning up crumbs 
6) Negativity 
7) Bullying of students or the 
teacher 
8) Discrimination and harassment 
9) Stealing content and ideas 
without referencing 
10) Pathetic excuses 
11) Distracting other students (see 
TAFE policies) 
12) Misuse of the Internet and 
computers (see TAFE policies) 
Laws of the realm
Team work 
achievements 
Collect at least one of each 
achievement to earn a Masters 
badge 
1. Timekeeper 
2. Note taker 
3. Observer 
4. Leader 
5. Empowerer 
6. Presenter 
Individual 
Achievements 
1. Media Management (Good 
naming and being organised) 
2. The Discoverer (For finding 
something awesome and 
sharing it) 
3. The Night’s watch (For after 
hours activities) 
4. Mother Earth (Sustainable 
practice) 
5. Inspector (Safe workplace) 
6. The Explorer (Going where no 
man has gone before) 
The Cards of Fate
Each Guild is given a learning space 
on Moodle LMS to collect info. 
They become the mentors for other 
learners in this area. Two levels of 
badges can be earned: Master or 
Mentor. These badges can be 
exported to an individual’s 
backpack to display online. We 
printed hardcopy versions too at 
student request. 
These badges match up to units on 
specific media topics: Website 
Design, 2D Animation, Audio.
Moodle configured as a gamification platform: www.truth-or-dare.org
A final award ceremony was held to announce the 
winning house who will rule over Tareesteros. 
We recorded this event on a video which you can find on 
the Velvet Throne showcase, along with links to student 
portfolios, and work samples. www.bit.ly/tafeshowcase
Final survey results 
Gamification had a positive effect on 
1. Successful completion of a TAFE 
qualification (12/20 this year - about < 
50%?), 
2. Confidence to continue studies and desire to 
keep learning 
3. Participation in activities and attendance 
My reflections 
1. Fairness, negotiation and being explicit eg final 
week / winner 
2. People are proud of what they have achieved, 
rather than feeling like a failure 
3. Quantifying contributions made me aware of 
how hard we push students to meet 
performance standards consistently. It would 
be better to work with the rhythms - they are 
exhausted late in the day / week / term/
You are welcome to keep in contact

Contenu connexe

Tendances

SCS EPIC Teaching Academy
SCS EPIC Teaching AcademySCS EPIC Teaching Academy
SCS EPIC Teaching AcademyLucas Gillispie
 
Distance education with moodle day 2 nov 4 new
Distance education with moodle day 2 nov 4 newDistance education with moodle day 2 nov 4 new
Distance education with moodle day 2 nov 4 newjoancoy1
 
#Gamification and #moodle: the how to's (@andonisanz)
#Gamification and #moodle: the how to's (@andonisanz)#Gamification and #moodle: the how to's (@andonisanz)
#Gamification and #moodle: the how to's (@andonisanz)Andoni Sanz
 
Your Class Blog
Your Class BlogYour Class Blog
Your Class BlogLyn Ross
 
No Expensive Software? No Problem. Creating Interactive Lessons Using Free On...
No Expensive Software? No Problem. Creating Interactive Lessons Using Free On...No Expensive Software? No Problem. Creating Interactive Lessons Using Free On...
No Expensive Software? No Problem. Creating Interactive Lessons Using Free On...Mandi Goodsett
 
Educational games and simulations
Educational games and simulationsEducational games and simulations
Educational games and simulationstbfields
 
Instructional immediacy in the classroom fapsc presentation
Instructional immediacy in the classroom fapsc presentationInstructional immediacy in the classroom fapsc presentation
Instructional immediacy in the classroom fapsc presentationPatrick Ray
 
South by Southwest Interactive
South by Southwest InteractiveSouth by Southwest Interactive
South by Southwest Interactivecudjoe
 
Instructional immediacy in the classroom fapsc presentation
Instructional immediacy in the classroom fapsc presentationInstructional immediacy in the classroom fapsc presentation
Instructional immediacy in the classroom fapsc presentationPatrick Ray
 
1:1 Computing and the Limitless Classroom Presented by Patrick Fogarty
1:1 Computing and the Limitless Classroom Presented by Patrick Fogarty1:1 Computing and the Limitless Classroom Presented by Patrick Fogarty
1:1 Computing and the Limitless Classroom Presented by Patrick Fogartyedmodo
 
Final project 1.1
Final project 1.1Final project 1.1
Final project 1.1Pia Marin
 
Engagement
EngagementEngagement
Engagementehelfant
 
Mssaa ap conference 21st century leadership
Mssaa ap conference 21st century leadershipMssaa ap conference 21st century leadership
Mssaa ap conference 21st century leadershipMaureen Cohen
 
Level up! Integrating Games and Gamification to Support Teaching & Learning
Level up! Integrating Games and Gamification to Support Teaching & LearningLevel up! Integrating Games and Gamification to Support Teaching & Learning
Level up! Integrating Games and Gamification to Support Teaching & LearningMichael M Grant
 

Tendances (16)

SCS EPIC Teaching Academy
SCS EPIC Teaching AcademySCS EPIC Teaching Academy
SCS EPIC Teaching Academy
 
Distance education with moodle day 2 nov 4 new
Distance education with moodle day 2 nov 4 newDistance education with moodle day 2 nov 4 new
Distance education with moodle day 2 nov 4 new
 
#Gamification and #moodle: the how to's (@andonisanz)
#Gamification and #moodle: the how to's (@andonisanz)#Gamification and #moodle: the how to's (@andonisanz)
#Gamification and #moodle: the how to's (@andonisanz)
 
Your Class Blog
Your Class BlogYour Class Blog
Your Class Blog
 
No Expensive Software? No Problem. Creating Interactive Lessons Using Free On...
No Expensive Software? No Problem. Creating Interactive Lessons Using Free On...No Expensive Software? No Problem. Creating Interactive Lessons Using Free On...
No Expensive Software? No Problem. Creating Interactive Lessons Using Free On...
 
Educational games and simulations
Educational games and simulationsEducational games and simulations
Educational games and simulations
 
Instructional immediacy in the classroom fapsc presentation
Instructional immediacy in the classroom fapsc presentationInstructional immediacy in the classroom fapsc presentation
Instructional immediacy in the classroom fapsc presentation
 
South by Southwest Interactive
South by Southwest InteractiveSouth by Southwest Interactive
South by Southwest Interactive
 
DI Bailey
DI BaileyDI Bailey
DI Bailey
 
Instructional immediacy in the classroom fapsc presentation
Instructional immediacy in the classroom fapsc presentationInstructional immediacy in the classroom fapsc presentation
Instructional immediacy in the classroom fapsc presentation
 
1:1 Computing and the Limitless Classroom Presented by Patrick Fogarty
1:1 Computing and the Limitless Classroom Presented by Patrick Fogarty1:1 Computing and the Limitless Classroom Presented by Patrick Fogarty
1:1 Computing and the Limitless Classroom Presented by Patrick Fogarty
 
Final project 1.1
Final project 1.1Final project 1.1
Final project 1.1
 
Engagement
EngagementEngagement
Engagement
 
4 t presentation slides version 5apdf
4 t presentation slides version 5apdf4 t presentation slides version 5apdf
4 t presentation slides version 5apdf
 
Mssaa ap conference 21st century leadership
Mssaa ap conference 21st century leadershipMssaa ap conference 21st century leadership
Mssaa ap conference 21st century leadership
 
Level up! Integrating Games and Gamification to Support Teaching & Learning
Level up! Integrating Games and Gamification to Support Teaching & LearningLevel up! Integrating Games and Gamification to Support Teaching & Learning
Level up! Integrating Games and Gamification to Support Teaching & Learning
 

En vedette

"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)
"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)
"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)Sherry Jones
 
Social Media, Libraries, and Web 2.0: How American Libraries are Using New To...
Social Media, Libraries, and Web 2.0: How American Libraries are Using New To...Social Media, Libraries, and Web 2.0: How American Libraries are Using New To...
Social Media, Libraries, and Web 2.0: How American Libraries are Using New To...Curtis Rogers, MLIS, EdD
 
A More Effective Social Media Presence: Strategic Planning and Project Manage...
A More Effective Social Media Presence: Strategic Planning and Project Manage...A More Effective Social Media Presence: Strategic Planning and Project Manage...
A More Effective Social Media Presence: Strategic Planning and Project Manage...ALATechSource
 
Social Media usage in libraries in Europe - survey findings
Social Media usage in libraries in Europe - survey findingsSocial Media usage in libraries in Europe - survey findings
Social Media usage in libraries in Europe - survey findingsJulien Houssiere
 
20 Excellent Free Tools for Interactive Collaboration Experiences in the Clas...
20 Excellent Free Tools for Interactive Collaboration Experiences in the Clas...20 Excellent Free Tools for Interactive Collaboration Experiences in the Clas...
20 Excellent Free Tools for Interactive Collaboration Experiences in the Clas...Kelly Walsh
 
Libraries social media
Libraries social mediaLibraries social media
Libraries social mediaJames Neal
 
A Brief History of Big Data
A Brief History of Big DataA Brief History of Big Data
A Brief History of Big DataBernard Marr
 
9/11 Lore Nata Maria Ale
9/11 Lore Nata Maria Ale9/11 Lore Nata Maria Ale
9/11 Lore Nata Maria AleLorena Pga
 
Cameco Community Relations Report (1998)
Cameco Community Relations Report (1998)Cameco Community Relations Report (1998)
Cameco Community Relations Report (1998)Wayne Dunn
 
Manpower group idm-platform
Manpower group idm-platformManpower group idm-platform
Manpower group idm-platformOracleIDM
 
Kuronen: Oppilas- ja opiskelijahuolto osaksi lasten ja nuorten hyvinvointisuu...
Kuronen: Oppilas- ja opiskelijahuolto osaksi lasten ja nuorten hyvinvointisuu...Kuronen: Oppilas- ja opiskelijahuolto osaksi lasten ja nuorten hyvinvointisuu...
Kuronen: Oppilas- ja opiskelijahuolto osaksi lasten ja nuorten hyvinvointisuu...Kouluterveyskysely
 
Thomas Corporate Presentation
Thomas Corporate PresentationThomas Corporate Presentation
Thomas Corporate Presentationkwatson7
 
Infographic - The State of Application Performance Monitoring
Infographic - The State of Application Performance MonitoringInfographic - The State of Application Performance Monitoring
Infographic - The State of Application Performance MonitoringCopperEgg
 
Modeling physics presentation
Modeling physics presentationModeling physics presentation
Modeling physics presentationkarynlorang
 
Работа в личном кабинете для новичков
Работа в личном кабинете для новичковРабота в личном кабинете для новичков
Работа в личном кабинете для новичковЕлена Шальнова
 

En vedette (20)

"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)
"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)
"Game-Based Learning & Gamified Learning" by Sherry Jones (November 23, 2014)
 
Video 360 in the Library
Video 360 in the LibraryVideo 360 in the Library
Video 360 in the Library
 
Social Media, Libraries, and Web 2.0: How American Libraries are Using New To...
Social Media, Libraries, and Web 2.0: How American Libraries are Using New To...Social Media, Libraries, and Web 2.0: How American Libraries are Using New To...
Social Media, Libraries, and Web 2.0: How American Libraries are Using New To...
 
A More Effective Social Media Presence: Strategic Planning and Project Manage...
A More Effective Social Media Presence: Strategic Planning and Project Manage...A More Effective Social Media Presence: Strategic Planning and Project Manage...
A More Effective Social Media Presence: Strategic Planning and Project Manage...
 
Social Media usage in libraries in Europe - survey findings
Social Media usage in libraries in Europe - survey findingsSocial Media usage in libraries in Europe - survey findings
Social Media usage in libraries in Europe - survey findings
 
20 Excellent Free Tools for Interactive Collaboration Experiences in the Clas...
20 Excellent Free Tools for Interactive Collaboration Experiences in the Clas...20 Excellent Free Tools for Interactive Collaboration Experiences in the Clas...
20 Excellent Free Tools for Interactive Collaboration Experiences in the Clas...
 
Libraries social media
Libraries social mediaLibraries social media
Libraries social media
 
A Brief History of Big Data
A Brief History of Big DataA Brief History of Big Data
A Brief History of Big Data
 
9/11 Lore Nata Maria Ale
9/11 Lore Nata Maria Ale9/11 Lore Nata Maria Ale
9/11 Lore Nata Maria Ale
 
Cameco Community Relations Report (1998)
Cameco Community Relations Report (1998)Cameco Community Relations Report (1998)
Cameco Community Relations Report (1998)
 
Manpower group idm-platform
Manpower group idm-platformManpower group idm-platform
Manpower group idm-platform
 
Kuronen: Oppilas- ja opiskelijahuolto osaksi lasten ja nuorten hyvinvointisuu...
Kuronen: Oppilas- ja opiskelijahuolto osaksi lasten ja nuorten hyvinvointisuu...Kuronen: Oppilas- ja opiskelijahuolto osaksi lasten ja nuorten hyvinvointisuu...
Kuronen: Oppilas- ja opiskelijahuolto osaksi lasten ja nuorten hyvinvointisuu...
 
Thomas Corporate Presentation
Thomas Corporate PresentationThomas Corporate Presentation
Thomas Corporate Presentation
 
новая линия для лица
новая линия для лицановая линия для лица
новая линия для лица
 
Menciones
MencionesMenciones
Menciones
 
Infographic - The State of Application Performance Monitoring
Infographic - The State of Application Performance MonitoringInfographic - The State of Application Performance Monitoring
Infographic - The State of Application Performance Monitoring
 
Food
FoodFood
Food
 
Modeling physics presentation
Modeling physics presentationModeling physics presentation
Modeling physics presentation
 
Tutorial facebook
Tutorial facebookTutorial facebook
Tutorial facebook
 
Работа в личном кабинете для новичков
Работа в личном кабинете для новичковРабота в личном кабинете для новичков
Работа в личном кабинете для новичков
 

Similaire à Gamification Increases Engagement and Completion Rates in TAFE Digital Media Course

Gaming your online class
Gaming your online classGaming your online class
Gaming your online classJim Marteney
 
Catch the Flipgrid Fever: Using Flipgrid to Fire Up Your Readers
Catch the Flipgrid Fever: Using Flipgrid to Fire Up Your ReadersCatch the Flipgrid Fever: Using Flipgrid to Fire Up Your Readers
Catch the Flipgrid Fever: Using Flipgrid to Fire Up Your ReadersTina Coffey
 
Making that Matters: MURSD Ed Tech Teacher Summit Presentation
Making that Matters: MURSD Ed Tech Teacher Summit PresentationMaking that Matters: MURSD Ed Tech Teacher Summit Presentation
Making that Matters: MURSD Ed Tech Teacher Summit PresentationDave Quinn
 
Playing in Class: The Gamification of an Undergraduate Communication Class
Playing in Class: The Gamification of an Undergraduate Communication ClassPlaying in Class: The Gamification of an Undergraduate Communication Class
Playing in Class: The Gamification of an Undergraduate Communication ClassBCcampus
 
Southern Fried STEAM: Innovative Learning Project, Not a Stir Fry
Southern Fried STEAM: Innovative Learning Project, Not a Stir FrySouthern Fried STEAM: Innovative Learning Project, Not a Stir Fry
Southern Fried STEAM: Innovative Learning Project, Not a Stir FryKim Moore
 
EU-CONEXUS: Technology, Interaction and Community for online teaching and lea...
EU-CONEXUS: Technology, Interaction and Community for online teaching and lea...EU-CONEXUS: Technology, Interaction and Community for online teaching and lea...
EU-CONEXUS: Technology, Interaction and Community for online teaching and lea...Peter Windle
 
Advanced Learning Environments for Today's Tech-Savvy Learner
Advanced Learning Environments for Today's Tech-Savvy LearnerAdvanced Learning Environments for Today's Tech-Savvy Learner
Advanced Learning Environments for Today's Tech-Savvy LearnerNICSA
 
Exciting Strategies & Technology to Prep Learners for the 2014 GED Test
Exciting Strategies & Technology to Prep Learners for the 2014 GED TestExciting Strategies & Technology to Prep Learners for the 2014 GED Test
Exciting Strategies & Technology to Prep Learners for the 2014 GED TestMeagen Farrell
 
DSC LIT | Link • Interact • Think
DSC LIT | Link • Interact • ThinkDSC LIT | Link • Interact • Think
DSC LIT | Link • Interact • ThinkPranavBedre
 
Global vision, global learning - Becoming an education change-maker
Global vision, global learning - Becoming an education change-makerGlobal vision, global learning - Becoming an education change-maker
Global vision, global learning - Becoming an education change-makerJulie Lindsay
 
Passhe virtual conference2013
Passhe virtual conference2013Passhe virtual conference2013
Passhe virtual conference2013Andrea Stone
 
P2PU.org: Free & Open Professional Development & Collaborations for Educators...
P2PU.org: Free & Open Professional Development & Collaborations for Educators...P2PU.org: Free & Open Professional Development & Collaborations for Educators...
P2PU.org: Free & Open Professional Development & Collaborations for Educators...Karen F
 
Project-Based Instruction and the Importance of Self-Directed Learning
Project-Based Instruction and the Importance of Self-Directed LearningProject-Based Instruction and the Importance of Self-Directed Learning
Project-Based Instruction and the Importance of Self-Directed LearningLinkedIn Learning Solutions
 
TIGed Course: Empowering Student Voice Session 2
TIGed Course: Empowering Student Voice Session 2TIGed Course: Empowering Student Voice Session 2
TIGed Course: Empowering Student Voice Session 2Jennifer Corriero
 
Qsite Presentation Sept09 Leading eLearning
Qsite Presentation Sept09 Leading eLearningQsite Presentation Sept09 Leading eLearning
Qsite Presentation Sept09 Leading eLearningDeb Jones
 

Similaire à Gamification Increases Engagement and Completion Rates in TAFE Digital Media Course (20)

Gaming your online class
Gaming your online classGaming your online class
Gaming your online class
 
Power up learning
Power up learningPower up learning
Power up learning
 
ADOVH Gamification Content Development.pdf
ADOVH Gamification Content Development.pdfADOVH Gamification Content Development.pdf
ADOVH Gamification Content Development.pdf
 
Catch the Flipgrid Fever: Using Flipgrid to Fire Up Your Readers
Catch the Flipgrid Fever: Using Flipgrid to Fire Up Your ReadersCatch the Flipgrid Fever: Using Flipgrid to Fire Up Your Readers
Catch the Flipgrid Fever: Using Flipgrid to Fire Up Your Readers
 
Making that Matters: MURSD Ed Tech Teacher Summit Presentation
Making that Matters: MURSD Ed Tech Teacher Summit PresentationMaking that Matters: MURSD Ed Tech Teacher Summit Presentation
Making that Matters: MURSD Ed Tech Teacher Summit Presentation
 
Playing in Class: The Gamification of an Undergraduate Communication Class
Playing in Class: The Gamification of an Undergraduate Communication ClassPlaying in Class: The Gamification of an Undergraduate Communication Class
Playing in Class: The Gamification of an Undergraduate Communication Class
 
Southern Fried STEAM: Innovative Learning Project, Not a Stir Fry
Southern Fried STEAM: Innovative Learning Project, Not a Stir FrySouthern Fried STEAM: Innovative Learning Project, Not a Stir Fry
Southern Fried STEAM: Innovative Learning Project, Not a Stir Fry
 
EU-CONEXUS: Technology, Interaction and Community for online teaching and lea...
EU-CONEXUS: Technology, Interaction and Community for online teaching and lea...EU-CONEXUS: Technology, Interaction and Community for online teaching and lea...
EU-CONEXUS: Technology, Interaction and Community for online teaching and lea...
 
Advanced Learning Environments for Today's Tech-Savvy Learner
Advanced Learning Environments for Today's Tech-Savvy LearnerAdvanced Learning Environments for Today's Tech-Savvy Learner
Advanced Learning Environments for Today's Tech-Savvy Learner
 
Youngstown session 2 online learning
Youngstown session 2 online learningYoungstown session 2 online learning
Youngstown session 2 online learning
 
Ecu digital tools
Ecu digital toolsEcu digital tools
Ecu digital tools
 
Exciting Strategies & Technology to Prep Learners for the 2014 GED Test
Exciting Strategies & Technology to Prep Learners for the 2014 GED TestExciting Strategies & Technology to Prep Learners for the 2014 GED Test
Exciting Strategies & Technology to Prep Learners for the 2014 GED Test
 
DSC LIT | Link • Interact • Think
DSC LIT | Link • Interact • ThinkDSC LIT | Link • Interact • Think
DSC LIT | Link • Interact • Think
 
Teacher Collaboration
Teacher CollaborationTeacher Collaboration
Teacher Collaboration
 
Global vision, global learning - Becoming an education change-maker
Global vision, global learning - Becoming an education change-makerGlobal vision, global learning - Becoming an education change-maker
Global vision, global learning - Becoming an education change-maker
 
Passhe virtual conference2013
Passhe virtual conference2013Passhe virtual conference2013
Passhe virtual conference2013
 
P2PU.org: Free & Open Professional Development & Collaborations for Educators...
P2PU.org: Free & Open Professional Development & Collaborations for Educators...P2PU.org: Free & Open Professional Development & Collaborations for Educators...
P2PU.org: Free & Open Professional Development & Collaborations for Educators...
 
Project-Based Instruction and the Importance of Self-Directed Learning
Project-Based Instruction and the Importance of Self-Directed LearningProject-Based Instruction and the Importance of Self-Directed Learning
Project-Based Instruction and the Importance of Self-Directed Learning
 
TIGed Course: Empowering Student Voice Session 2
TIGed Course: Empowering Student Voice Session 2TIGed Course: Empowering Student Voice Session 2
TIGed Course: Empowering Student Voice Session 2
 
Qsite Presentation Sept09 Leading eLearning
Qsite Presentation Sept09 Leading eLearningQsite Presentation Sept09 Leading eLearning
Qsite Presentation Sept09 Leading eLearning
 

Dernier

Separation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesSeparation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesFatimaKhan178732
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...EduSkills OECD
 
Privatization and Disinvestment - Meaning, Objectives, Advantages and Disadva...
Privatization and Disinvestment - Meaning, Objectives, Advantages and Disadva...Privatization and Disinvestment - Meaning, Objectives, Advantages and Disadva...
Privatization and Disinvestment - Meaning, Objectives, Advantages and Disadva...RKavithamani
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphThiyagu K
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeThiyagu K
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfciinovamais
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptxVS Mahajan Coaching Centre
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Krashi Coaching
 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13Steve Thomason
 
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxPOINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxSayali Powar
 
mini mental status format.docx
mini    mental       status     format.docxmini    mental       status     format.docx
mini mental status format.docxPoojaSen20
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactdawncurless
 
Introduction to ArtificiaI Intelligence in Higher Education
Introduction to ArtificiaI Intelligence in Higher EducationIntroduction to ArtificiaI Intelligence in Higher Education
Introduction to ArtificiaI Intelligence in Higher Educationpboyjonauth
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactPECB
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingTechSoup
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdfQucHHunhnh
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxGaneshChakor2
 
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991RKavithamani
 
URLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppURLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppCeline George
 

Dernier (20)

Separation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and ActinidesSeparation of Lanthanides/ Lanthanides and Actinides
Separation of Lanthanides/ Lanthanides and Actinides
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
Presentation by Andreas Schleicher Tackling the School Absenteeism Crisis 30 ...
 
Privatization and Disinvestment - Meaning, Objectives, Advantages and Disadva...
Privatization and Disinvestment - Meaning, Objectives, Advantages and Disadva...Privatization and Disinvestment - Meaning, Objectives, Advantages and Disadva...
Privatization and Disinvestment - Meaning, Objectives, Advantages and Disadva...
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot Graph
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
Activity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdfActivity 01 - Artificial Culture (1).pdf
Activity 01 - Artificial Culture (1).pdf
 
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions  for the students and aspirants of Chemistry12th.pptxOrganic Name Reactions  for the students and aspirants of Chemistry12th.pptx
Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
 
The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13The Most Excellent Way | 1 Corinthians 13
The Most Excellent Way | 1 Corinthians 13
 
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptxPOINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
POINT- BIOCHEMISTRY SEM 2 ENZYMES UNIT 5.pptx
 
mini mental status format.docx
mini    mental       status     format.docxmini    mental       status     format.docx
mini mental status format.docx
 
Accessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impactAccessible design: Minimum effort, maximum impact
Accessible design: Minimum effort, maximum impact
 
Introduction to ArtificiaI Intelligence in Higher Education
Introduction to ArtificiaI Intelligence in Higher EducationIntroduction to ArtificiaI Intelligence in Higher Education
Introduction to ArtificiaI Intelligence in Higher Education
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
CARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptxCARE OF CHILD IN INCUBATOR..........pptx
CARE OF CHILD IN INCUBATOR..........pptx
 
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
Industrial Policy - 1948, 1956, 1973, 1977, 1980, 1991
 
URLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website AppURLs and Routing in the Odoo 17 Website App
URLs and Routing in the Odoo 17 Website App
 

Gamification Increases Engagement and Completion Rates in TAFE Digital Media Course

  • 1. Gamification in Learning Environments WSI December 2014
  • 3. Minecraft players are motivated by: Player Needs ● Choice / Creativity ● Challenge / Obstacles ‘It’s no fun without the Zombies” ● Sharing ideas and learning with friends ● Showing off their work online ● Group games / roleplay ● Autonomy and Mastery
  • 4. Teacher Challenges: ● I have to repeat myself - I wish they would listen (and turn up on time) ● I wish I had more time to spend with Business each student at the level needs they need ● So much paperwork reduces my teaching time ● Why don’t they ask me when they need help? ● I don’t have enough time to assess them properly
  • 5. Alignment Minecraft players are motivated by: ● Choice / Creativity ● Challenge/ Obstacles ‘It’s no fun without the Zombies” ● Sharing ideas and learning with friends ● Showing off their work online ● Group games / roleplay ● Autonomy and Mastery Teacher Challenges: ● I have to repeat myself, I wish they would listen ● I wish I had more time to spend with each student, at the level they need ● So much paperwork reduces my teaching time ● Why don’t they ask me when they need help? ● I don’t have enough time to assess them properly Simulated Workplace Roleplay Observation Holistic Assessment Formative Assessment Portfolios Self Assessment Peer Support Online Forums Project Based Learning Flexible Assessments Feedback Status, Access, Power Badges, Points,
  • 7. Educational Technology Solutions ● Google Community (Groups) ● Google Forms (Feedback, Surveys) ● Google Documents (Collaboration) ● Google Sites (Free Portfolios) ● Moodle LMS (Badges) ● Free browser-based web apps (WeVideo.com) and lots of sticky notes
  • 8. Single Sign on to multiple services
  • 9. Tasks, Events and SMS Notifications
  • 15. Cats and silly stuff
  • 16. Working above & beyond
  • 18. Educational Technology Solutions ● Google Community (Private) ● Google Forms ● Google Documents ● Google Sites (Free portfolios) ● Moodle LMS (Badges) ● Free browser based web apps (WeVideo.com) and lots of sticky notes
  • 19. Acting (Competitive) Killers (socially dominant) Achievers Interacting (Collaborative) Players (People) Socialisers Motivations: Bartle Player Stereotypes Explorers
  • 20. Which activity BEST suits your player type? Acting (Competitive) Killers (socially dominant) Socialisers Interacting (Collaborative) Players (People) Quiz - Multiple choice Assignments - Write Essay Chat - Interview Forum - online debate Forum asynchronous discussion Lesson pathways of learning Glossary - define concepts Database - collect info Workshop - peer assessment Wiki - collect info Online survey: www.bit.ly/bartlex Achievers Explorers
  • 21. Moodle for motivation toolguide www.bit.ly/mfm2013
  • 22. Which House will become the noble family to rule over all of Tareesteros? Guilds ● Movie Makers ● Photographers ● Game Design ● 2D animation ● 3D animation ● Sound Editing ● Visual Design ● Coding Houses ● House of Martel ● House of Blue Phoenix ● House of Nomadic Bastards ● House of Aldmers
  • 23. Houses These are friendship based groups of 4 - 5 people. Attendance and participation is rewarded through points or group voting on best product. Each week one house is declared the winner based on total points of individuals plus house points earned. Achievements are offered to encourage teamwork, eg - Supportive - Positive Feedback - Originality Guilds Guilds are skilled-based groups. There are 1 - 3 nominated Guild leaders for each skill. Each learner chooses their own area of speciality. They collect resources, provide demonstrations and support other people to improve their skills in this area. Badges are provided as Master or Mentor levels in each Guild. Which House will become the noble family to rule over all of Tareesteros?
  • 24. This classroom gamification project aims to increase engagement in class activities, attendance, confidence to continue learning, and increase completion rates for a qualification in Certificate III /IV in Digital Media. The students are mainly young men 17 - 22 with a few mature age students. The average completion rates for VET (TAFE) courses is 32%. In smaller regional towns this figure drops even lower.
  • 25. Expectations 1) Show respect 2) If your mobile phone distracts other learners you will be asked to keep it on silent 3) Listen to other people’s opinion 4) Contribute to group activities 5) Offer assistance to other students 6) Boost people's confidence, we are all here to learn 7) Please consider your fellow classmates and shower and wear deodorant Flaying 1) Smelly feet - keep your shoes on please 2) Swearing at other villagers 3) Criticizing (Unless someone has asked your opinion) 4) Late back from breaks , so others can’t learn 5) Not putting your rubbish in the bin and cleaning up crumbs 6) Negativity 7) Bullying of students or the teacher 8) Discrimination and harassment 9) Stealing content and ideas without referencing 10) Pathetic excuses 11) Distracting other students (see TAFE policies) 12) Misuse of the Internet and computers (see TAFE policies) Laws of the realm
  • 26. Team work achievements Collect at least one of each achievement to earn a Masters badge 1. Timekeeper 2. Note taker 3. Observer 4. Leader 5. Empowerer 6. Presenter Individual Achievements 1. Media Management (Good naming and being organised) 2. The Discoverer (For finding something awesome and sharing it) 3. The Night’s watch (For after hours activities) 4. Mother Earth (Sustainable practice) 5. Inspector (Safe workplace) 6. The Explorer (Going where no man has gone before) The Cards of Fate
  • 27. Each Guild is given a learning space on Moodle LMS to collect info. They become the mentors for other learners in this area. Two levels of badges can be earned: Master or Mentor. These badges can be exported to an individual’s backpack to display online. We printed hardcopy versions too at student request. These badges match up to units on specific media topics: Website Design, 2D Animation, Audio.
  • 28.
  • 29. Moodle configured as a gamification platform: www.truth-or-dare.org
  • 30. A final award ceremony was held to announce the winning house who will rule over Tareesteros. We recorded this event on a video which you can find on the Velvet Throne showcase, along with links to student portfolios, and work samples. www.bit.ly/tafeshowcase
  • 31. Final survey results Gamification had a positive effect on 1. Successful completion of a TAFE qualification (12/20 this year - about < 50%?), 2. Confidence to continue studies and desire to keep learning 3. Participation in activities and attendance My reflections 1. Fairness, negotiation and being explicit eg final week / winner 2. People are proud of what they have achieved, rather than feeling like a failure 3. Quantifying contributions made me aware of how hard we push students to meet performance standards consistently. It would be better to work with the rhythms - they are exhausted late in the day / week / term/
  • 32. You are welcome to keep in contact

Notes de l'éditeur

  1. This 60 minute presentation is about the use of gamification in the classroom of Digital Media students at Taree TAFE, NSW, Australia. The concept of gamification is explained and then a case study of the “Velvet Throne” is presented. The gamification of this qualification in Certificate III /IV in Digital Media aims to increase motivation and engagement in class activities, attendance and confidence to continue learning .
  2. Minecraft is a very popular game around the whole world. The subject matter expert, Ziggy (who came to the conference with his mum), described the things he has been making in Minecraft and how he came to learn all of these skills. This included: trial and error , watching Youtube videos, playing with other friends in mutiplayer online mode and sharing their knowledge, and googling for tips when stuck. Kids from 4 - 7 have thrived as independent learners and established a peer learning network before they can even read! They persist with difficult tasks (like training wolves) and building high quality structures. Ziggy has spent over 1000 hours on Minecraft - if only our students were that motivated! So what can we borrow from games and re-use in learning contexts?
  3. The gamification design process begins with looking at the ‘players’. My class of Digital Media students, like my son, are [mostly] highly motivated by games. So what is it that attracts them?
  4. The next step of the gamification design process is to consider the business needs. As a teacher these are the challenges I face.
  5. Next I try to find, or create, alignment between player needs and business needs. What ideas from games can I re-use in the learning context? As educators we already use a variety of methods to motivate our learners. Standard educational theories and processes are in fact gamification. I don’t see education as a ‘non-game’ context. Rather I see play as fundamental to the learning process. Play is the highest form of research, said Einstein.
  6. Over 80% of my students have smart phones now, and about 80% are using social media. How can I extend my face to face time to include these channels of communication and create online learning communities?
  7. The criteria for the tools I selected are: free, easy, work on all phones/ tablets/ computers.
  8. People struggle with the basics in elearning - remembering their password - the web address. Using a common google interface avoided a steep learning curve and one password opened up a whole range of services: email, documents, calendar, apps, slideshows, and communities (online forums).
  9. The first thing we did was to set up a shared calendar with key dates. Students were shown how to set up notifications using SMS (they loved that) . Each student was asked to develop their own training plan and set their own due dates ( they freaked out at that! they are so used to me telling them but I stepped back and asked them to commit to a plan I would hold them responsible to carry out).
  10. We used online documents - all at once - we could all add our thoughts into a collaborative space with comments as feedback, This worked on any mobile device because Google Drive has Responsive layouts ( RWD) Teachers can publish these docs as webpages too.
  11. The most motivating part was using a Google Community (like a Facebook group) as an online communication space.
  12. I used this space to put up a summary of what we had done in class that day.
  13. People chose to let me know when they would be away. I could set work when I was away.
  14. Students shared their work (with lots of invitations and prompting from me ). Others would ‘like +1 their submissions. This is highly motivating.
  15. I had rights to delete offensive comments and tolerated a little silliness - and the inevitable cats.
  16. It was really encouraging to see the students shining in some areas working above and beyond the course requirements.
  17. They used this space to offer each other tips and advice, or lifts to TAFE.
  18. In summary, this technology extended our face to face time into another layer of communication, collaboration and links to content. It encouraged autonomy and mastery. It created a learning community which gave a voice to the ones who were quieter in class.
  19. Bartle Player types are stereotypes used by game designers to address varying motivations in players. Achievers Players like acting in the environment to be successful. They give themselves game-related goals, and vigorously set out to achieve them. Explorers Players like interacting with the environment. They try to find out as much as they can about the world around them. Socialisers Players like interacting. They use communicative facilities as a context in which to interact with their fellow players. Killers Players like acting on other players. They are Politicians. They kill with kindness: Mother Hen. Or unkindness: tease, heckle. They like to dominate.
  20. Take this short online survey at www.bit.ly/bartlex to share your opinion. Do you think certain types of assessment activities match up to these stereotypes? Could you use this knowledge when creating flexible assessment strategies?
  21. I matched each of the activities in Moodle to the player types and tried to find the most versatile tool, which was forums. Depending on how it is used, it can motivate a wide range of students. Other activities have a narrow scope of motivation so need to be paired with other options eg prove your competency by either an ESSAY or a class DEBATE.
  22. Which House will sit on the Velvet Throne to rule over the Kingdom of Tareesteros? I came up with this idea to gamify our classroom giving it a competitive, and yet unified, environment. The points, rewards, and competition between houses have given students much to discuss and realize about themselves, it allows them to get through assessments and units faster and easier with the help of laughs and the idea of winning points for what the current activity has to offer.
  23. The idea of houses, with the students creating back stories, and theories about their own characters within the houses, allows them to interact with each other and generates a more creative classroom. Throwing in guilds for each person based upon what they are most talented at allows the students to seek out help where they find they lack the skills to get through certain areas.
  24. I haven’t completed analysing the results yet but I know that 5 years ago when I started teaching a class of Certificate IV Digital Media students only 2 or 3 out of 25 of them completed a qualification. Now I expect about half to complete a qualification. The others don’t walk out the door feeling like a failure. They have achieved some badges (completed some units) they belong to a tribe who will welcome them back to give it another go next year. Participation and attendance certainly increased.
  25. The plan involved a lot of negotiation (which means ownership) students were given choices at every opportunity.
  26. Zondle.com is a website based on the neuroscience of learning. Introducing risk and choice increases dopamine levels in our brain. This in an evolutionary response to ensure our species doesn’t choose the pathway of 0%success or 100% success. Teenage boys have particularly high levels of dopamine in response to risk. The dopamine levels peak at the hope of success and again when the reward is received. In between these two moments is a ‘teachable’ moment. Students (who are involved in the risk of the outcome - are highly engaged. In those few precious minutes you have their full attention. See https://www.zondle.com/publicPagesv2/default.aspx?page=TheScienceBehindZondle.aspx The cards of fate activity is based on creating these ‘teachable moments’ of engagement. The Mother Earth achievement relates to the core unit on sustainability. If you can prove that you have made a sustainable choice in the last week you get to keep the achievement card (worth 10 points) . Other students can make suggestions and offer evidence. This becomes a group discussion I facilitate on sustainability.
  27. Students were offered two levels of badges.
  28. Students like having hardcopy badges so we had an award ceremony to announce the winning house to sit on the throne and the peer-awarded badges. We recorded these events on video to share with you: https://sites.google.com/a/deadlyskills.org/taree_media_showcase/Downhome It was a lot of fun! It made the effort worthwhile.
  29. We also had digital versions of the badges. For most Units of Competency a Moodle course was set up by the students. Based on a template using gamification features, they added a glossary of terms, challenge activities and awarded their peers badges at Master or mentor level. The leaders of each skill area were made non-editing teachers in the Moodle course. Levels were only available once prerequisites were met. Badges earned could be exported to a ‘Digital backpack’ which can be kept over the lifetime of a learner.
  30. Can you pick the winning house?