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Thepaperprototypeforthiswebsiteiscomprisedofstickynotesandabinderfilledwithpaperforeachsite.Thepagesare
organizedinthesequenceinwhichtheyshouldbevisitedandcategorizedusingtabsthatcorrespondtothenavigationmenu,as
seeninFigure1below.Theuserisinformedthatredessentiallyequatestobeingclickablewhileblackobjectscannotbedirectly
interactedwith.Thenavigationmenuandsitetitleonthestickynoteswerecarrieddowntoeachpagethattheuservisited.When
theuserclickedonanavigationbuttononthenavigationmenu,apopup(smallstickynote)wouldindicatetheirpossibledestinations
alongwiththecodesinthebinder.Eachpagehaditsowncode(PS1,G4,etc).Forexample,G4referredtothe4thpageinthe
Gamificationtab.Linkstoproceedtothenextstepatthebottomofeachpagecontainedahandwrittencodeforthecorrectpagefor
userstoflipto.
Figure1:Thefirstpageuserssee
Figure2showsPS2,apagethatwastoolongforthesheetofpaper.Thedownarrowonthebottomleftcornerofthepage
indicatedtotheuserthatthenextpieceofpaperwasalsopartofthispage,similartothewayascrollbarwouldbeusedona
computer.
Figure2:Apagethatspilledoverontotwosheetsofpaper
Figure3showsthesecondpartofpagePS2.Thispagecontainedamultiplechoiceformativeassessmentitem.Whenthe
userselectedanoption,apopupstickynotecontainingfeedbackwouldbeprovidedfortheuser.Theuserwouldclicktheredxon
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Figure3:Popupfeedbackforamultiplechoiceresponse
Everythingthatfollowsinthisdocumentareallofthepagesforthepaperprototype.Anypopupstickynotesthatwouldbe
usedarelistedasacommentinthisdocument.Manyoftheitemslikeformativeassessmentquestionsandthevideowere
givenplaceholdersinthedocumentastheywouldappearinthepaperprototype.Forconvenience,themarginsinthisdocument
wereresettotheirdefaultstateinsteadofthe3leftmarginand2topmarginseeninthepaperprototype.
Introduction
Introduction
Haveyoueverfoundyourselfwonderingwhyastudentismoreinterestedinameaninglessgameontheirsmartphoneor
computerthantheyareinthesubjectmatterofaclass?Gamificationisagrowingtrendineducationthattakestheelementsof
gamesthatkeeppeoplehookedandappliesthemtotheclassroom.Inthistrainingsession,youwill
Learnaboutsomeoftheelementsofgamesthatkeeppeoplehooked.
Seeexamplesofhowtheseelementscanbeappliedtothecurriculumofdifferentclassrooms.
Learnhowtoapplytheseelementstoyourownclassroom.
Youwillhaveanopportunitytodemonstrateyourunderstandingoftheselearninggoalsintheformofafinalassessmentat
theendofthetraining.Youwillalsohaveanopportunitytotranslatetheseskillsintoyourownteachingthroughafinalprojectwith
anaccompanyingrubric.Asyouworkthroughthistraining,keepinmindthatgamificationisitsownphilosophyofeducation.While
youmaynotagreewitheverythinginthistraining,youwillatleasthaveanopportunitytoconsiderstrategiesthathavefoundsuccess
intheclassroomsofmanyteachersnationwide.
Clickheretogetstarted.
G1
ClickheretoplayLittleAlchemy
Clickhereifyouwantaclueabouthowthegameworks
Clickherewhenyouarereadyforthenextstep
G2
Little Alchemy
TherulesofLittleAlchemyaresimple:combinedifferentelementstomakenewthings,thencombinethosethingstocreate
evenmore.Thegamekeepstrackofhowmanycombinationsyouhavediscovered.Therearemanythingsthatpeoplemightenjoy
aboutthisgame:
Therulesofthegameareeasytolearn,butfindingeverycombinationinthegametakestimeandcreativity.
Masteringthegameischallenging,butwithenoughpatienceandeffort,virtuallyanyonecouldfindallofthecombinations.
Thereisnopunishmentfortryingnewthings.Ifacombinationdoesntwork,yousimplytryanotherone.
Youareincontrolofthegame.Youcandecidewhatlevelofproficiencyyouwanttoachieve.Ifyoufeelsatisfiedafter
discoveringonlyahandfulofcombinations,therearenoconsequencesforstopping.
Whilethereareotheraspectsofthegamethatonemightenjoy,thesefourelementsstandindirectcontrasttothewaymost
classroomswork.Studentsareoftenpunishedfortryingnewthingsiftheydontobtainthecorrectresult.Therulesthatgoverna
classroomarenotalwayssimplemanystudentsturninassignmentswithouthavinganyideaofwhatgradetheywillreceiveorhow
theywillevenbescored.Intheclassroom,studentsrarelyfeelthattheyhavefullcontrolovertheirsuccessandcanbeleftfeeling
helplessorfrustrated.
ClickheretolearnabouthowthiscanbechangedthroughGamification
G3
Elements of Gamification
Whiletherecanneverbeamiraclecureforalloftheproblemsfacingeducation,gamificationisanapproachthatattemptsto
helpmotivatestudentsforsuccessbyincorporatingelementsfromgames.Toclarify,gamificationdoes
not
necessarilymeanusing
gamesintheclassroomrather,gamificationinvolvesstudyingwhatmakesgamesentertainingandapplyingthoseprinciplestothe
classroom.Specifically,gamificationaimsto
1. Makethe
pathtosuccess
clearforallstudents.
2. Encouragestudent
motivation
byremovingthestingoffailureonthefirstattemptandprovidingopportunitiesforimmediate
feedback.
3. Create
studentempowerment
byenablingstudentstocreatetheirownpathtosuccessandplacingsuccesswithinthe
reachofallstudents.
Whilethesethreeelementscanbeincorporatedintoindividuallessons,projects,andunits,thismodulewillfocuson
gamificationattheleveloftheentirecurriculumusingthethreerulesaboveasafocus.Wewillbeginwithanexampleofhowone
teachergamifiedtheirclassroomthroughatechniqueknownasStandardsBasedGrading.Then,wewillpracticeapplyingthethree
principlessothattheycanbeusedinanyclassroom.
Clickheretoseeanexampleofhowoneteachergamifiedhiscurriculum
G4
ExamplevideoofMr.Shoesclasshere
Clickheretostartapplyingthefirstelementofgamification:ThePathtoSuccess
PS1
Clickhereforanexampleofmakingthepathtosuccessclearinaclassroom
PS2
Question
Mrs.JacobsusesavarietyofmethodstoassessherMathstudentsincludingjournalentries,popquizzes,unittests,
homeworkassignments,seatworkassignments,notes,anddailywarmups.Herstudentsareoftenconfusedaboutwhatassignment
isdueonwhatdayandthereforeforgettoturninassignments.WhatcouldMrs.Jacobsdotomakethepathtosuccessinherclass
moreclear?
a.Addmoreofeachtypeofassignmenttomakesurestudentsgetinthehabitofturningthingsin.
b.Addmoretypesofassignmentswithfewerassignmentsineachcategory.
c.Onlycollectsomeassignmentsonrandomdays.
d.Considertakingfewerofherassignmentsforagrade,createaguideforhowgradesarecalculated,andincludea
scheduleforwheneverythingisdue.
Clickhereforthenextexample
PS3
ListHere
Bytellinghisstudentsexactlywhatneedstobedone,when,andhowtheywillbeassessed,hisstudentswillknowexactly
whattheyneedtodoinordertosucceedinhisclass.
Question
Assessmentquestionhere
Clickheretomoveontothereflection
PS4
1. Isthepathtosuccessinyourclassroomsimple?
2. Whatdostudentsgradesreflectaboutthestudents?Doesthegradetrulyindicatemasteryofthematerial,ordotheybetter
reflectstudentspunctualityormoodonaparticularlyimportantdayoftesting?
3. Isthepathtosuccessclearlylaidoutforyourstudents?Dotheyknowexactlywhattheyneedtoknow,howtheyareto
demonstratemastery,andwheneachmasteryassessmentisdue?
Whenyouareready,clickheretomoveontothesecondelementofgamification:Motivation
M1
Motivation: Introduction
Itsnosecretthatvideogamescanbehighlymotivatingforstudentsandadultsalike.Thegamingindustryinoneofthe
fastestgrowingindustriesinAmericabothinthemarketsofcasualphonebasedgamesandtheconsolemarket(XBox,
Playstation,Nintendo,etc).Gamedesignershaveperfectedtheartofmakinggameshighlymotivatingandaddictiveforplayers.But
whatisitaboutthesegamesthatmakethemsoengaging?Whiletherecanbemanyanswerstothisquestion,wewilllookattwo
keyelementshere:
1. Gamesprovideimmediatefeedback.InLittleAlchemy,forexample,youknewimmediatelywhetheracombinationworkedor
didnotwork.Inothervideogames,youmayfailtocompleteapuzzleinaspecifiednumberofmovesoryourcharactermay
falloffascreen.Eitherway,youimmediatelyknowwhenyouaresuccessfulandwhenyouneedtotryagain.
2. Thereisnolongtermpunishmentforfailingonthefirsttry.IfoneofyourcombinationsdidntworkoutinLittleAlchemy,you
simplytriedanotheruntilyoufoundsuccess.Inothervideogames,youmayneedtorestartfromacheckpointortrythe
puzzleoveragain.Generally,theonlythinglostisaboutfiveminutesofyourtime,andhopefullyyougrewandlearnedinthe
process.
Whileclarifyingthepathtosuccesscanbeeasilyincorporatedintoanyclassroom,theelementsofmotivationmaybemore
difficultforteacherstoworkwithbecausetheopposemanyofthecurrenteducationalparadigms.Teachersgenerallywantstudents
togetthingsrightthefirsttimebecausetherealworldisgenerallyunforgivingoffailure.Teachersareoftenboundbytimeor
technologyconstraintsthatpreventstudentsfromgainingimmediatefeedbackintheclassroom.Sohowcanthemotivational
elementsofgamesbeappliedtotheclassroom?
Clickheretoseeanexample.
M2
Motivation: Example 1
InthevideoofMr.ShoesChemistryclassroom,studentsweregivenmultipleopportunitiestodemonstratemasteryonthe
learningobjectivesbyretakingquizzes.Studentswereallowedtoretakequizzesonceeachdaywithnolimitonthenumberoftotal
attempts.Oncethefearofimmediatefailurewasremoved,studentswerehighlymotivatedtorevisetheirunderstandingofthe
objectivesandtryagain.Intheend,studentslearnedagreatdealmorethantheyotherwisewouldhavebecausetheyhadareason
togobackandrelearnwhattheydidnotunderstand.
Additionally,Mr.Shoeusedanonlinequizzingplatformthatimmediatelytoldstudentshowwelltheyperformedandwhat
specificobjectivestheyneededtorevisit.Whilethiscouldposeopportunitiesforcheatingintheclassroom,Mr.Shoeuseda
programthatrandomizedquetstionsfromdifferentpoolsbasedonthelearningobjectives.
Noteveryclassroomhastheluxuryoftechnology,however.Anotherclassmayusepaperquizzestomuchthesameeffect.
Ifthequizzesareshortandstructuredsothattheyareeasytograde,ateachercouldassignaquizatthebeginningoftheperiod,
gradethequizzesastheyareturnedin,andreturnthembeforethebellrings.Studentsthenknowwhattheyneedtopracticeforthe
nextattempteventhoughthequestionswillchange,theconceptswillremainthesame.
Question
Clickheretomoveontothenextexampleofmotivation
M3
Motivation: Example 2
YoumaybewonderingaboutstudentsmotivationtowardthenongradedassignmentsinMr.Shoesclass.Afterall,ifthe
onlyassignmentthatcountstowardastudentsfinalgradeisthequizzes,thenwhyshouldtheycompletetheotherassignments?In
Mr.Shoesclass,studentsquicklylearnthatiftheydonotcompletetheassignments,theirperformanceonthequizzessuffers
greatly.Theyknowthattheworsethedoonaquiz,thehardertheywillneedtoworkinordertorelearntheobjectivestheydidnot
learnthefirsttime.Additionally,studentsweregivenimmediatefeedbackontheirperformancesonthenongradedassignmentsand
studentsdidnotfeartakingrisksbytryingnewthings.
Forexample,inMr.Shoesclass,eachdaybeginswithafourquestion,multiplechoicewarmup.Thequestionsdidnotcount
asagrade,andtheanswerswereimmediatelyrevealedandexplained.Studentsknewexactlywheretheystoodintheir
understandingandwereabletotryagaininthatdaysactivitiesorinthefollowingdayswarmups.
Mr.Shoealsousescomputerbasedsimulatorsinmanyofhislessons.Thisgivesstudentsanopportunitytoexperimentwith
thingstheymaynotbeabletoexperienceintherealworld,likethepartsofanatomorthereactionsbetweendifferentcompounds.
Studentsarenotpunishedfortryingsomethingnew,yettheirlearningobjectivesaremadeclearattheoutset.Studentsknowthat
thisistheiropportunitytoexperimentandmasterthelearningobjectivessothat,whenitcomestimeforquizzes,theyfeelconfident
thattheycansucceed.
Question
Clickheretomoveontothethirdandfinalexampleofmotivation
M4
Motivation: Example 3
MostofMs.JohnsonslearningobjectivesforherEnglishclassrevolvearoundstudentsperformingskillsthatdonotlend
themselveswelltomultiplechoicequizzes.Instead,herstudentsregularlywritepapers,keepjournals,andpracticevocabulary.Yet
herclassstillincorporatesgamifiedlearning.
First,Ms.Johnsondoesnotgradethejournalsorthevocabularypractice.Shechecksthattheyhavebeencompleted,but
feelsthatstudentsthoughtsandpracticeshouldnotcountagainstthemintheirfinalgrade.Instead,sheevaluatesherstudents
entirelyontheirwriting,givingthemaclearpathtosuccess.Sheprovidesrubricsforeachofherassignments,centeringher
evaluationaroundspecificlearningobjectivesthatsheexpectsstudentstomaster.
Additionally,Ms.Johnsonprovidesopportunitiesforstudentstolearnfromtheirmistakesandearnfullcreditforassignments.
Onceapaperissubmitted,shetakesthetimetoprovidefeedbackforstudents,thengivesthemanopportunitytoresubmittheirwork
basedonherfeedback.Byusingarubric,herfeedbackcanbequickandinformative.
Butwhatabouttheelementofimmediatefeedback?Ms.Johnsonregularlyasksstudentstoevaluateeachotherswork
usingherrubrics.Whileitwouldtakeherdaystocompletelyevaluateover100papers,studentscouldevaluatetwooftheirpeers
papersinasingleclassperiod,providingeachstudentwithtwocompletesetsoffeedback.Ms.Johnsonalsohasherstudentswork
inGoogleDrive,whichallowshertoquicklycheckonherstudentsastheyworkandleavecommentsbasedonwhatshesees.
Question
Clickhereforanopportunitytoreflectonyourownpractices
M5
Motivation: Reflection
Takeamomenttoreflectonstudentmotivationinyourownclassroom.Specifically,thinkaboutthefollowingquestions:
1. Arestudentsgenerallymotivatedtosucceedinyourclass?
2. Dostudentshaveplentyofriskfreeopportunitiestopracticetheirknowledgeinawaythatreflectswhattheywillbeexpected
toperformontheassessment?
3. Arethereopportunitiesforstudentstoreceiveimmediatefeedbackontheirperformanceofriskfreeassignments,orarethe
assignmentsstructuredinawaythatrequiresstudentstowaitforfeedback?
Whenyouareready,clickheretomoveontothethirdandfinalelementofgamification:EmpoweringStudents
ES1
Clickheretoseethefirstexample
ES2
Question
ClickheretoseeanotherexampleofStudentEmpowerment
ES3
Question
Clickheretomoveontothereflection
ES4
1. Dostudentsfeelliketheyareincontroloftheirownsuccessinyourclass?
2. Arestudentsgivenopportunitiestomakechoicesinyourclass?
3. Isyourclassstructuredinawaythatallstudentscanreachtheirgoals?
Whenyouareready,clickheretomoveontothefinalassessmentforthistraining.
FA
Final Assessment
ThelinkbelowcontainsasyllabusforMrs.Crenshawsclassroom.Mrs.Crenshawtakesatraditionalapproachtoeducation
andhasmadenoefforttoapplytheprinciplesofgamificationtoherteaching.YourtaskwillbetoprovidefeedbackforMrs.
Crenshawssyllabus,detailingwaysinwhichshecouldapplythethreeprinciplesofgamification:
1. Makethe
pathtosuccess
clearforallstudents.
2. Encouragestudent
motivation
byremovingthestingoffailureonthefirstattemptandprovidingopportunitiesforimmediate
feedback.
3. Create
studentempowerment
byenablingstudentstocreatetheirownpathtosuccessandplacingsuccesswithinthe
reachofallstudents.
Whenyouarefinished,youcanclickthesecondlinktoseeanexampleofthefeedbackavailableforMrs.Crenshaws
classroom.Whilethereisnosinglerightanswer,seeinganexampleofanotherteachersperspectivemayhelpshapeyourown
understandingofgamificationinaction.Whenyouarefinishedbothwithprovidingfeedbackandwiththeworkedexample,youcan
clickthebottomlinktocontinuetothefinalproject:redesigningyourownrubric.
ClickheretoseeMrs.Crenshawssyllabus
Clickheretoseeanexampleoffeedback
Clickheretocontinuetothefinalproject
OR
Here,youwillfindafinaltestassessingyourunderstandingoftheelementsofgamificationandhowtheycanbeincorporated
intheclassroom.Therearetenmultiplechoicequestionsinthisassessment.Todemonstratemasteryoftheassignment,youneed
toansweratleast8ofthequestionscorrectly.Ifyoudontsucceedrightaway,youcanalwaysrevisitthematerialandtryagain.
Thereisnotimelimit,andyoucantryasmanytimesasyouwouldlike.Afterthetest,thereisonemoresectioninthistrainingthat
willprovideyouwitharubricforcreatingagamifiedclassroom.
Clickheretotakethetest
Aftermasteringthetest,clickheretocontinuetothefinalproject
AG
1. Makethe
pathtosuccess
clearforallstudents.
2. Encouragestudent
motivation
byremovingthestingoffailureonthefirstattemptandprovidingopportunitiesforimmediate
feedback.
3. Create
studentempowerment
byenablingstudentstocreatetheirownpathtosuccessandplacingsuccesswithinthe
reachofallstudents.
Onceyoucreatearevisedsyllabusincorporatingallthreeelementsinyourownteaching,youcanusetheevaluationrubricto
measureyoursuccess.Askacolleaguetoapplytherubrictoyoursyllabus,becausetheirperspectivemaybedifferentandcould
helpprovidevaluableinformation.Thisprojectmaytakemorethanoneattempt,asgamifyingtheclassroomisalearningprocess.
Clickhereforaprintableversionoftherubric
Videoflow
Clarifyinggamification:
WoWinschool
3DGamesLab
morepracticalcontexts
Myclass
SBGwhatisit?
quizzes(mentionncfinalexams)
screenshot
bulletlistoftherules
communicatingthestandardstostudents
everydayactivities
warmups
simulators(gamesonthelessonlevel)
projects?
elementsofgamificationinmyclass
1.[AtomicStructure]
(14)
2.[Nuclear
Energy]
(18)
3.[TheBohrModel]
(12)
4.[QuantumMechanics]
(10)
5.[Ions]
(12)
AshleyA.
14
11
12
10
BryceB.
12
18
12
10
CarlosC.
14
18
12