Level Up! Games & Gamification for Teaching and Learning
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Transcript of Level Up! Games & Gamification for Teaching and Learning
Integrating Games and Gamification to Support Teaching & Learning
Michael M. Grant, PhDUniversity of South CarolinaSC Educational Technology Conference | November 3, 2016
Level Up!
Distinguishing between the 2
Gaming
Gamification
Gaming� Games and gaming are
distinguished by their specific original purposes of entertainment
� Serious games are designed to educate first and usually allow the manipulation of variables (Michael & Chen, 2005).
Gamification� Gamification applies game design
elements, particularly those engendering motivation, to non-game processes (Kapp, 2012), like courses and training.
Background Research
Purpose�Background on learning, motivation,
and research for using games and gamification
�Explanation and examples of gaming to support learning
�Strategies, examples, and opportunities for gamification to support coursework
https://docs.google.com/document/d
Background Research� Evidence for supporting &
motivating learners � Students that participate in daily
gaming outperform student that participate in daily social media in math, reading, and science (Posso, 2016)
Background Research� Specific recommendations for best practices
� Using specific content & targeting specific objectives improves learning better
� Games & simulations that allowed debriefing and feedback demonstratedbetter results
� Gamification: There are fewer findings but extrinsic motivations & rewards seem to be least effective. However, extrinsic motivation can supplant low initial intrinsic motivation.
Background Research� Violence in video games
� http://www.apa.org/pi/families/review-video-games.pdf
� There is evidence that violence in video games has an effect on behavior in children.
� Read up!
Gaming Options� Alignment to specific knowledge or skills
(specialty games)� Leverage in-class/online learning games� Commercial-off-the-shelf (COTS)
integration� Social awareness/justice� Augmented reality
Alignment to Specific Knowledge + Skills
Diet Dash
iCivics
Squire’s Quest II
HealthX
In-Class or online
learning games
Games Teachers/Trainers Playhttp://www.thiagi.com/resources/#/games-3/
Drs. Sivasailam “Thiagi” Thiagarajan & Marie Jasinski
For online … just found!
http://depaulwimba.pbworks.com/f/SynchronousGames.pdf
C3POChallenge, Pool, Poll, Predict, Outcome
http://www.ascilite.org/conferences/coffs00/papers/marie_jasinski.pdf
Challenge
What is the biggest issue for teachers using games in class?
Go tohttps://answergarden.ch/376582
AnswerGarden will ‘Pool’ for US
What is the biggest issue for teachers using games in class?
Go tohttps://answergarden.ch/376582
Lock the Pool + Poll Yourself
What is the biggest issue for teachers using games in class?
Go tohttps://answergarden.ch/376582
Lock the Pool + You Predict
What is the biggest issue for teachers using games in class?
Go tohttps://answergarden.ch/376582
ULock the Pool + choose Yours
What is the biggest issue for teachers using games in class?
Go tohttps://answergarden.ch/376582
Display the Outcome. Were U Correct?
What is the biggest issue for teachers using games in class?
Go tohttps://answergarden.ch/376582
Text Message Game in Powerpoint
https://community.articulate.com/download/powerpoint-text-message-scenario-quiz-template
Epic Game Trailer Voiceover
Example @ https://audioboom.com/posts/4781002-epic-game-design-intro
Directions @ https://youtu.be/o9-JcEfsTIg
Commercial off-the-shelf (COTS)� ‘Spore’ for biology� ‘Sid Meier's Civilization’ series for
social studies� ‘Civilization 5 for Edu’ is on the
horizon for release� ‘Angry Birds’ for physics
Commercial Off the Shelf Games for Integration
Spore + Biology
Sid Meier’s civilization
Angry Birds + Physics
COTS Example: Craig Cash (Dorman High)
Social Awareness/
Justice Games
Gaming Options� Social Awareness
� ‘Darfur Is Dying,’ ‘Free Rice,’ ‘Re-mission,’ and ‘OpenTB in Eterna’
� Augmented Reality (think Pokemon GO!) � Layar: Scan texts and then add content
on top. Text could be scanned and then a video of the children sharing their opinions could be placed on top. When another pupil scans the text, the video review ‘magically’ appears.
Darfur is Dying
Free Rice
Re-mission
Open TB in Eterna
Augmented Reality
Augmented Reality
Step-by-Step Guide
http://ipad4schools.org/2013/09/28/bring-schools-to-life-with-aurasma-app/
For more sophistication…
Games & Game Design
interest in game design � Learn coding and computational thinking
concepts� Autonomy
� MIT’s Scratch � Microsoft’s Minecraft
� Encourage design� Code.org’s Hour of Code� Maker Movement� Project Lead the Way (PLTW)
Game Design
GameStar Mechanic
GameSalad
Game DesignComputer Science Education Week, December 5-11.
Game Design
Good Game Design� Effective games have good mechanics,
meaningful elements, and should complement the learning goals (Majumdar, 2016)
� Good mechanics� Blend conflict & constraints: obstacles,
puzzles, battles, limits, prior knowledge & skills
� Theme & story: Theme adds interest. Story narrative is carried throughout game
Good Game Design� Visual appeal: Use online resources
to create graphics§ http://opengameart.org (downloadable graphic
bundles)§ http://elearningtemplates.com/elearning-
activities/ (people cut-outs, game templates)
� Rewards: Emphasize proficiency not completion. Scores also motivate. Consider error rates & time if appropriate.
Gamification
Gamification� Points/XP� Levels/leveling up� Challenges & quests� Rewards, � Leaderboards
� Badges� Feedback loops� Progress/status bars
Gamification� Strategies based on extrinsic cues
can spur intrinsic motivations� Methods (Tomita, 2016)
� Create quests & goals� Make it fun; take constructive
criticism to keep it that way� Utilize data to assess outcomes
Mechanics should enhance the game-like activity, not be the Goal of the Activity. (Farber, 2015)
Focus on the learning goals.
Gamification examples� Lee Sheldon (Indiana
University): The Multiplayer Classroom�Gamification
strategies + strategies from MMOGs
�WoW with guilds & cooperative challenges/quests.
My Gamification ExamplesCourse ideas based on …� Kenneth Pierce at The University of Texas at
San Antonio� Craig Shepherd at the University of Wyoming, � David Gibson & Chris Haskell at Boise State
University
� Content modules designated as “core levels”
� Assignments identified as quests & optional modules as “upgrade quests”
� Player timelines � Player discussions � Grades converted to experience
points (XP)� Badges awarded for completion
of specific levels or activities
Brian Sztabnik + Bracketing
https://www.edutopia.org/blog/march-madness-meets-ap-lit-brian-sztabnik
Badge Elements
Examples: Alex Hollis (Dorman High)
Badging Systems
Credly
ClassBadges
Badging Inside Blackboard
Mozilla Backpack
Gamification Platforms (Farber, 2015)
� Don’t reinvent the wheel. Use existing games and professional communities
� Edmodo� Learning management system that features badges,
small groups, and teacher moderator options, extensive professional learning community
� 3D Gamelab� Leaderboard, badges, quest-like structure, leveling-up
challenges� ClassCraft
� Modeled on World of Warcraft� Points, teacher analytics dashboard, small group
teams
Gamification Systems
Class Dojo
Edmodo
Learning management system that features badges, small groups, & teacher moderator options
3D GameLabLeaderboard, badges, quest-like structure, leveling-up challenges
Class CraftModeled on WoW.Points, teacher analytics dashboard, small group teams
Gaming resources for any course� Kahoot! Play: http://Kahoot.it Create:http://getkahoot.com� Students earn points for accuracy and speed as they answer questions created by the
teacher or another student
� Quizlet Live http://live.quizlet.com� Based off quizlet flashcards, students work collaboratively to correctly match cards as they
race against other teams on a live scoreboard; great detailed feedback for response review provided
� Minecraft: Build playable recreations of real objects.� Science application: prototyping tool for experiments and projects (Cornally, 2012)
� Masquarade: http://MSQRD.me (also availble as iOS and Andriod apps)� Students role-lay by adding live filters to their faces and then recording their narratives
� BrainPop: http://brainpop.com� WIde range of topics supported through video, games, articles, and quizzes
Everyday Games
KahootStudents earn points for accuracy & speed as they answer questions created by the teacher or another student.
Quizlet LiveBased off Quizletflashcards.Students work collaboratively to correctly match cards as they race against other teams on a live scoreboard.Great detailed feedback for response review provided
Content-specific Possibilities
ELA/SS: Interactive Fiction (Faber, 2015)
� Interactive fiction allows the reader to make choices throughout the story.
� “Choose-your-own-adventure”
� Reinforces cause/effect & story-arc design�Options include:
http://timesocietygame.com/
�http://www.mission-us.org/
� Have students create interactive fiction�Twine (text-based)� Inklewriter (slicker)
Math� Puzzle based/logic
games (Feeny, 2014)
� Puzzle apps help develop creative mathematical thinkers.
� Promote problem solving skills, reasoning, use of appropriate tools, analysis of structures, and pattern recognition.� Engel's Enigma� Tower of Hanoi� Slice It!� KenKen� Monument Valley
� Sites with math game options� Manga High
http://mangahigh.com (also has assignment and reporting tools)
Social Studies� iCivics
(https://www.icivics.org)� Multiple games to support
civics education; all come with curriculum guides
� Mission US(http://www.mission-us.org/ )� Explore history through
document-based, choice-embedded missions; curriculum guides available
Science� Kids.gov
https://kids.usa.gov/teens/play-games/science/index.shtml
� http://playsciencegames.com/� Stella
http://minerva.union.edu/rices/STELLA/stella_intro.html
� Alien Rescue� Interactive dissections
� Frog dissection (app)� 4D anatomy (app & web)
Special Needs� Special needs students can be supported
in developing life skills (Knorr, 2016)� Conflict resolution: Cool School: Where
Peace Rules (Mac, Windows)� Motor skills: Active Life-Magical Carnival
(Nintendo Wii)� Organization: Engineering.com (Mac,
Windows)� Social: Doki Doki Universe (Playstation);
Herotopia (Mac, Windows)
Other Gaming Resources� Social Studies � iCivics: https://www.smore.com/6xybw
� Multiple games to support civics education; all come with curriculum guides
� Mission US: http://www.mission-us.org/� Explore history through document-based, choice-embedded
missions; curriculum guides available� Science� Anatomy 4D (an app which brings the human body to life)
� Many more resources at: http://www.edutopia.org/game-based-learning-resources
�
http://www.edutopia.org/game-based-learning-resources
Many more resources at Edutopia
1. Games is a 4-letter word2. Assessment
2 Biggest Issues
1. Games is a 4-letter word� Direct alignment with curricular
content� Inform parents ahead of time� Allow students to be experts� Prepare your research-based
argument� Determine just how much of a game
is needed to get the best benefit
2. Assessment� Consider a move to mastery
learning� Consider ‘cheats’� Debriefs & ’God view’� Error reduction & decision-making� Emphasize representations of
knowledge
References� Cornally, S. (2012). Video games in the STEM classroom. Retrieved from http://www.edutopia.org/blog/video-games-
in-STEM-classroom-shawn-cornally
� Cunningham, J. (2016). Video game helps combat lazy eye in kids. Retrieved from http://www.healthcanal.com/eyes-vision/74347-video-game-helps-combat-lazy-eye-in-kids.html
� Farber, M. (2015). Gamification: Learning on a quest. http://www.innovatemyschool.com/ideas/gamification-learning-on-a-quest
� Feeny, P. (2014). Games in the mathematics classroom: There’s an app for that!. Retrieved from http://www.edutopia.org/blog/game-apps-in-math-class-patrick-feeney
� Jarrett, N. (2016). Pokemom GO and how it can inspire augmented reality in the classroom. Retrieved from https://edtech4beginners.com/2016/07/18/pokemon-go-and-how-it-can-inspire-augmented-reality-in-the-classroom/
� Knorr, C. (2016). Video games that improve skills for kids with special needs. Retrieved from http://www.cnn.com/2016/07/13/health/video-games-special-needs/
� Majumdar, A. (2016). Utilizing gaming elements: 5 popular ways of delivering successful game-based learning. Retrieved from http://www.gc-solutions.net/blog/utilizing-gaming-elements-5-popular-ways-of-delivering-successful-game-based-learning/
� Posso, A. (2016). Internet usage and educational outcomes among 15-year old australian students. International Journal Of Communication, 10, 26. Retrieved from http://ijoc.org/index.php/ijoc/article/view/5586/1742
� Sztabnik, B. (2014). March madness meets AP lit. Retrieved from http://www.edutopia.org/blog/march-madness-meets-ap-lit-brian-sztabnik
� Tomita, T. (2016) Five tips for gamifying your classroom. Retrieved from https://edtech4beginners.com/2016/07/23/guest-blog-post-five-tips-for-gamifying-your-classroom/
References� APA Task Force on Violent Media. (2015). Technical report on the review of the violent video game literature. Washington, DC: American Psychological
Association. Retrieved from http://www.apa.org/pi/families/review-video-games.pdf
� Carlson, D. L. (2008). Playing the classroom-as-game: Building a community of learners at the start of a new year. English Journal, 98(1), 57-60.
� Dignan, A. (2011). Game frame: Using games as a strategy for success. New York: Free Press.
� ELI, EDUCAUSE Learning Initiative. (2014). 7 things you should know about games learning. Accessed from: https://net.educause.edu/ir/library/pdf/ELI7106.pdf.
� ELI, EDUCAUSE Learning Initiative. (2011). 7 things you should know about gamification. Accessed from: https://net.educause.edu/ir/library/pdf/ELI7075.pdf.
� Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Macmillan.
� Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.
� Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R.E. Ferdig (Ed.), Effective electronic gaming in education (Vol.1, pp. 1-32). Hershey, PA: Information Science Reference.
� Lee, J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.
� Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston, MA: Cengage Learning.
� Michael, D.R. & Chen, S.L. (2005). Serious games: Games that educate, train, and inform. Mason, OH: Cengage Learning PTR.
� NMC, New Media Consortium 2014 Horizon Report (higher education edition) (2014a) . Accessed from: https://net.educause.edu/ir/library/pdf/ELI7075.pdf.
� NMC, New Media Consortium 2014 Horizon Report (k-12 edition) (2014b) . Accessed from: http://cdn.nmc.org/media/2014-nmc-horizon-report-k12-EN.pdf.
� Randel, J.M., Morris, B.A., Wetzel, C.D. & Whitehill, B.V. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation and Gaming, 23(3), 261-276.
� Shelton, B., & Scoresby, J. (2011). Aligning game activity with educational goals: Following a constrained design approach to instructional computer games. Educational Technology Research & Development, 59, 113-138.
� Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology, 64(2), 489-528.
� Vogel, J.J., Vogel, D.S., Cannon-Bowers, J., Bowers, C.A., Muse, K. & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.
� Wolfe, J. (1997). The effectiveness of business games in strategic management course work. Simulation and Gaming, 28(4), 360-376.