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What is Gamification?

Gamification is, essentially, using the highly engaging strategies used by game designers to encourage students to perform in the classroom.

The strategy is sound.  Games, in any form, increase student motivation through engagement.  Students spend hours on video games because they are interesting, and developers spend thousands of dollars creating these games.  They've done the research, but we can benefit from it.

 

The idea behind gamification is that people love to play video games for a reason.  Video games start all players at a level, but players learn that their actions directly effect their success.  This positive cause-effect relationship occurs much more quickly in games that it does in the real world.  To learn more about the theory behind gamification, check out the videos below.

 

 

Here is the oh-so-important kicker - 

it is easy to meld with what you already do!

Here's the scoop.  My students complete their normal classwork - the same types of assignments I gave them before I started gamification.  The difference is that in addition to earning a grade on the work, they also earn experience points.

 

My middle schoolers earned a set amount of points for completing an assignment according to the requirements.  For example, making an 80% or higher on a grammar test.  In this model, experience points were given in addition to grades, and only some assignments earned points.  This model works well for students who can go online and check their required assignments (called Missions).  It takes more up-front planning, but students know exactly what is expected in each level.

 

My elementary schoolers earn points instead of grades for their assignments.  For example, a student could make 20 / 24 on a math practice assignment.  This could be recorded in the gradebook as a grade of 83, but the student only sees the experience points they earned.  This model works well for students who can't get online to visit the game site as easily.  It also takes less up-front planning, but students don't know how many chances they have up-front to earn the required points.

 

The point I want to make is this: how I teach and what assignments I give has not significantly changed.  My student engagement and the amount of students who go above and beyond, seeking out practice and enrichment, has increased.  Gamification only takes a little time, but yeilds great rewards.

Okay, I'm in!

Now that you have an idea of the theory, let's move into application.  Getting gamification started in your classroom has 5 steps.  I'll walk you through those next.

 

1.  Outline Your Goals

 

2.  Design Your Site

 

3.  Create Your Levels 

 

4.  Introduce Your Game

 

5.  Keep Track of Points

Actually, I'd Like to Learn More About It.

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EARN EXP

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