Thursday, February 4, 2016

Digging Deeper in the Textbook

This week was spent digging in the Gamify your Classroom book. I had read through the first two chapters over Christmas break, so I started with Chapter 3 and have made it to Chapter 9 of 13 so far. As I have been reading, I have been taking notes on each chapter and trying to figure out where it will fit in to our planned course content. For this week’s blog, I thought I would discuss the highlights of each of the chapters that I read, my thoughts on how it will support what we are trying to teach, and any ideas that I had about “quests” we can have the students do based on the reading (Note: I didn’t necessarily have assignment ideas for each chapter at this point, but for some I did). I hope to finish reading the rest of the book this weekend, so depending on how my meeting with Molly goes this Monday I may finish this analysis of the chapters up next week (or I may be talking about something completely different – that is one of the joys of working with Molly)

 Chapter 3: Who Plays Games and Why

This chapter discussed Bartle’s Player Types and how they are used by game designers. It looked at rewards and motivation (both intrinsic and extrinsic), as well as the flow channel. It also looked at how the different types of fun could lead to engagement (the different types of fun are hard fun, easy fun, altered states, and the people factor). This chapter should fit quite nicely into Molly’s section on types of fun. There is a Bartle’s Player Type quiz that the students could take, and they could also test out a game called Darfur is Dying, which the book discusses.

Bartle's Player Types


 Chapter 4:  Iterative Design

The author basically states that in his opinion, teaching is designing, and that it is possible to use what you know as a teacher to implement games as a form of teaching in the classroom. Paper prototyping is explained, as is prototyping with interactive fiction. He also discusses play testing and using students as co-designers. He also discusses the importance of doing a post mortem with your students after you have tried out a new game or gamified unit. This chapter will tie in with the unit on gamification design framework/tools for gamification. I didn’t have any specific ideas for assignments, but this chapter lists quite a few authoring tools that are available, so having the students test drive one of those might be fun.
 Playtesting Image

Chapter 5: Play Based Learning

This chapter was all about play as a method for learning. It discussed Montessori, Piaget, and the Zone of Proximal Development. This chapter spent a lot of time talking about digital toys, and more specifically sandbox games like The Sims, or Minecraft. It also discussed the Playmaker School which uses open learning, but not structured games as a teaching method. Chapter 5 could be used with the unit on types of games, or the unit on uses for gamification. We will need to see which one it ends up fitting in with. Having the students try out a sandbox game or look into ways that schools are using them could be a potential assignment.


Chapter 6: Learning in Cooperative Mode

This was a great chapter on cooperative learning. There was an interview with Lee Sheldon who is a pioneer in the gamified classroom. He explains how to use narrative to drive learning and gives examples. The chapter also introduces a way to build civilization as a class with a game called Historia. There were several other examples as well. The main point of this chapter is that cooperative learning is basically a game. I found this chapter to be very interesting, but couldn’t really match it specifically to any of the units that we have designated for our course.

Historia

Chapter 7: Gamification and Quest Based Learning


This chapter contains a definition of gamification and gives examples of gamified experiences. It introduces the gamification mechanics of leaderboards, badges, modding, avatars, in-game economies, game geography, Easter eggs. It also stresses that gamification should be a tool for learning, not tacked on as an after-thought. The second part of this chapter looks at quest based learning and project based learning and discusses the Quest to Learn school. The player journey (see image), and Amy Jo Kim’s Social Action matrix were also discussed. This chapter will tie in quite nicely with our unit on game elements. A few ideas for assignments might be some kind of learning quest (although that is basically what the first half of the course is going to be), or analyzing how a game that they play uses different game elements and the player journey.




Chapter 8: Personalized Learning

Games are a great way to personalize learning, and proposes that the current system of organizing schools grouped by the age of the children is lazy and ineffective. A lot of time in this chapter is spent on badges, why they work, and different ways to use them. The author also talks about how badges can show progression and growth in education as the student “levels up.” Another exciting area that was discussed was adaptive assessments. There is research into ways that video games can be used as assessment tools since they are so good at collecting data. The concept of stealth assessments was introduced. It explained the concept of dynamic difficulty adjustment where the challenges adjust as a student progresses through the lesson. This chapter will tie in quite nicely to our unit on tools for gamification. One assignment idea that I had was to have the student design a badge.


In Conclusion

I didn’t get a chance to finish chapters 9-13. Reading through this book has taken me longer than it usually would because I am trying to take notes and explore ideas that it presents. One of the great things about the book is that it includes lesson plan ideas, games, and resources at the end of each chapter. If I am anywhere near my computer when I finish a chapter, I have spent time on-line examining the resources. I am quite excited about everything that I have been learning and I am looking forward to using what I have learned in the development of our course content. Molly and I plan to meet again on Monday. I believe that she was re-reading the textbook as well, so we will compare notes and see where we need to go next.

Picture Sources

Caron, F. (n.d.). My Take on Bartle's Types. Retrieved February 04, 2016, from http://frankcaron.com/Flogger/2011-07-23.html
Glover, I., & Latif, F. (2013, September 13). Open Badges in Higher Education - Perception and Potential. Retrieved February 04, 2016, from http://www.slideshare.net/IanGlover2/open-badges-in-higher-education-al-tc
Kim, A. J. (2014, February 28). Beyond Player Types: Kim's Social Action Matrix - Amy Jo Kim. Retrieved February 04, 2016, from http://amyjokim.com/blog/2014/02/28/beyond-player-types-kims-social-action-matrix/
Kim, A. J. (2014, June 09). The Player's Journey: Drive sustained engagement with Onboarding, Hab... Retrieved February 04, 2016, from http://www.slideshare.net/amyjokim/the-players-journey-drive-sustained-engagement-with-onboarding-habitbuilding-and-mastery
Kirjavainen, A. (2013, February 22). How to Design and Playtest Your Games? (version 2.0). Retrieved February 04, 2016, from https://learninggamedev.wordpress.com/2013/02/22/how-to-design-and-playtest-your-games-version-2-0/
ODonnell, L. (2014, February 02). Multi-School MinecraftEDU Server Launches! Retrieved February 04, 2016, from http://www.gamingedus.org/2014/02/multi-school-minecraftedu-server-launches/
SimCityEDU: Pollution Challenge! (n.d.). Retrieved February 04, 2016, from http://www.playfully.org/games/SC
W, Z. B. (2015, February 28). Historia – The Mythical Mobile Board Game ‘Soft-Launched’ on Google Play. Retrieved February 04, 2016, from http://justsaying.asia/historia-soft-launch-google-play/ 

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