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The application of gamification on a school wide basis
For the gamification of the school we emulated the Harry Potter type of House System
Four houses were organized and the entire student body split into them. There was even a sorting ceremony.
Points were awarded to houses for their grades, their extracurriculars such as sports, and for volunteering activities
We also incorporated PBIS where teachers could award points based on behavior.
There were also challenges and competitions between the houses. The houses that wan each month got a special treat.
http://chathamcharterhouses.weebly.com/
Dependent on a lot of support
Administration has to maintain the quality of the treats and rewards to make it worthwhile to compete
As less faculty lends a hand, more and more goes back on you, causing a lot of work.
Use of a pervasive virtual environment for instruction
The student body, in particular at the beginning, loved it
Provided inclusion for kids that normally would be excluded
Support system since the entire house stood to benefit
The students loved the competitions and in raised "hype" around the school
The houses had special ropes they wore at graduation so even if you had no other recognition, you had that
During my research into immersive, innovative use of technology for instruction, virtual worlds kept coming up
I researched them further, made an avatar, started doing activities in Second Life. I became so convinced of its educational value that I formed a club and taught kids how to build in 3D.
Became convinced of the transformative power of VW for education, above the rest of the technologies
Completed a Certificate in Virtual Worlds from the University of Washington.
My colleague and I set out to build a virtual world for education using an OpenSim space we rented from Kitely.
We called this world the Insomnium and it had a grand narrative of players saving the world from false information being fed through dreams by an evil god.
I also used it for other teachers.
Arranged to visit the Smithsonian Day of the Dead event in Second Life with a freshman Spanish class.
The Virtual Club made a virtual gallery where we put up scans of prints from the Art 3 class. We had people from all over the world visit and leave comments.
The school invested in some land and we built a virtual school in Second Life
We wanted to have living space for students where they could put up pictures, call their own.
We wanted four clans to build a support structure so we built clan houses.
After a solid 8 weeks over the summer, the two of us realized that it would take way too much time and more technical expertise than we had to complete such an ambitious project
We scrapped what we had and I went back to the drawing board to use the space in a much simpler fashion
The main part of it was a castle with dozens of doors. These would teleport you to interactive learning experiences.
We built space to lecture in Second Life, for students to collaborate and to build projects in innovative ways.
A colleague and I started making interactive learning modules
BioTown was built in the OpenSim platform
It splits the Biology objectives into structures. The town itself is the curriculum. A virtual world LMS of sorts.
I would not recommend SL for education.
Very mature material available.
Students caught using inappropriate animations.
Not secure enough for school. It was abandoned as a platform in lieu of OpenSim - more private
Within each building were digital texts, simple interactives and assessments that allowed students to engage with the material.
Find out more here: "https://youtu.be/v5mWvKSghN0"
Putting it together wasn't so bad. The buildings were freely available and the digital content I already had on an LMS was easy to link from within the world.
The kids enjoyed the format and they loved to play with their avatars.
The lack of game mechanics meant there was no drive, so the kids often wandered.
They loved to play with the avatars a bit too much
It's a client based virtual world, so many kids could not get on from home
Interactions were basic
First attempt at Gamification. Methods were unchanged but a layer of gamification was added.
A medley of projects in gamification, even outside the classroom
This attempt involved a digital world map, with a narrative and groups as well as an overarching game goal through the semester.
Designed a video game that has the entire Biology curriculum woven into it. Started building it in Unreal, but too big a task. Looking for interested developers. Intention is independent learners with teachers as coaches when they get stuck in the game.
Adapted the Aquos game to a board game. Prepared rules and a prototype. intent is to provide an off the shelf product to teachers that want to gamify their classroom. Working with a Dutch company who might be interested in publishing.
What is the answer?
Adapting a boardgame to serve as a vehicle for gamification in the classroom
Now designing a "Follow Your Own Adventure" style RPG using Adobe Captivate to teach Biology.
Would have narrative and game components.
Technically more feasible for my skill level, not rely on assistance.
In my opinion, the answer is one that has equity - that is available for most if not all while being immersive, engaging and most of all, fun for the kids. For me, that has the following qualities;
Transforming an LMS into a narrative quest
Narrative - a world that was flooded because of climate change. Humanity is gone. Students are the new sentient races trying to recolonize using what they know of Biology.
Feel free to contact me any time if I can help you in your own quest;
Enrique Cachafeiro
curvediron@gmail.com
https://chathamcharter.instructure.com/courses/91
This method used the Canvas LMS adopted by NC
Any LMS in my experience (MOODLE, Blackboard, OpenClass, Sakai) could work the same
The students are presented with a narrative where they are the protagonists going on an epic quest
Groups of four students.
Syllabus was 38 page booklet that was mostly game instructions.
Interactive Maps, made using Thinglink, guide the student through the material
Characters made in Voki interact with the student as they progress
Achievements set up to earn badges.
Students are given a number of guiding questions that are tied into the narrative
Have to click around the resources, found as hyperlinks hidden in the image, to get the information
XP
The game components are important: Students sometimes got bored of the routine
Not as engaging or immersive
Prepping this gamification was much easier (by comparison)
Updating the physical board was not as time consuming
Having the majority of the pieces and cards, etc, already ready was great.
The use of the LMS allowed for the built in analytics, assignment and assessments tools to be seamless with the narrative.
Commons allowed for me to share class with other teachers
It was easy for the kids to navigate and took very little introduction.
The use of a map was intuitive, and gave them a sense of direction and fulfillment at having "traveled"
Used the system over two semesters. I had 1 honor and 2 regular biology class each semester.
Male versus female performance is an issue in science classes at the high school stage so I compared the two groups in my gamified class.
Kids made simple avatars using an online program then printed.
Very analog, using corkboard and wall, cut outs
Could come into class and see their levels and badges
Tracked using StudentID, not names, right on the wall.
Very immersive
Students engaged
Changed behaviors for the better
Adapted Twilight Imperium, a space conquest game, to the classroom.
I did not use the system with one of my regular classes each semester.
Game utilized google spreadsheets that were shared with students.
They put in orders that I processed.
Grades fueled their gold, which allowed for more builds. In game bonuses for behavior. In class rewards achievements.
Physical components lent themselves to busy hands
Had to have strict rules about touching the board
Also had to buy extra pieces to accommodate all the classes
The production of a companion website was great to disseminate information to parents.
The addition of a narrative and complexity increased engagement tremendously
In one case, total 180. Troubled student was sitting in class first.
Then the whole thing FAILED
Adapted the rules by simplifying. Tied average grades of the four member groups into in world income.
PBIS using cards that had in world effects.
https://sites.google.com/a/chathamcharter.org/thegame/home
The data from that year seemed to indicate that the extra layer of game mechanics, explaining, etc, did not have a negative impact.
Huge world map where all classes could see their races.
Was posted on mashupforge.com, a site now gone.
Can wander the map by searching for World of Aquos on Prezi.
http://prezi.com/rr_c4injgegr/?utm_campaign=share&utm_medium=copy&rc=ex0share
Capitals were analog, and they could add structures to their capital for bonuses.
(http://prezi.com/t57fzqx_pz-v/?utm_campaign=share&utm_medium=copy)
Had flags and mottos they had come up with for their empires.
Students worked independently
Interactions were 1 on 1
Materials were online
Asynchronous
Used MOODLE to organize digital components of curriculum
Used the physical board and components
Assignments and materials were online, separate and not tied in
Performance seemed improved for both groups but I was not closing the gap.
In the classroom, the males seemed a lot more motivated by XP and badges.
Too intensive on the teacher
Not sustainable
Took over 6 weeks to prepare
Orders were placed using survey tool
Actions happened on the physical board by the teacher
Narrative of events written by teacher
Synchronous, with traditional grades
Biology is an End of Course test course
4 Main Objectives
Too engaging, sometimes putting content as secondary
No real connection between material and game, just a vehicle
Easier set up
Terrific engagement (if not immersion)
Students would be discussing strategy and alliances at lunch, in other classes
Valedictorian mentioned this specific game as one of her highlights
Technology not there
Google Docs were not updating, orders were missing
Digital map took manual movement of troops and updating
By the end of the first month, was spending >3 hours per day on game components
Had to drop game aspect, use online components to do a non-gamified blended classroom
Overall, highly recommend this method for newer teachers
The impact of the game layer on the classroom was remarkable
Areas to improve