MADLat Gamification Session, 2014

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    12-Jan-2015

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This is my presentation on gamification in education from the MADLaT Conference, 2014. In it, I discuss what gamification is, what MMORPGs are like, and how you can map those strategies to a course you are teaching.

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<ul><li> 1. Gamification Leveraging the Power of Games for Teaching Richard Van Eck, 2014, University of North Dakota </li></ul> <p> 2. A Tale of Two Talks Title discusses gamification and games for mathematics and science Really two different topics Gestalt, Monster, or Shavian Reversal? 3. What Gamification Is Not Using video games in your classroom Building a video game Tricking students into enjoying your class 4. What It Is Making your class INTO a game, or Borrowing elements of games and applying them to learning A buffet Take what you want and what works; leave the rest 5. What Is Gamification? Applying game strategies to some activity Learning, social change, getting healthy Not because games are fun (they are) Because they use good teaching strategies Objectives, assignments, assessment Figure out how they map to the classroom 6. What Are Games? How many game players here? How many MMORPG players? Game types Many can be mapped to teaching Many share the same characteristics MMORPGs make some of the best 400 million worldwide (50M in USA)* *Petitte, O., 2012. Infographic shows $13 billion spent worldwide on MMOs in 2012. PCGamer, http://www.pcgamer.com/2012/12/15/mmo- infographic/ 7. Develop Some Character 8. Starting Out in Life 9. A Questing We Will Go 10. Home Away from Home 11. Learning the Ropes 12. Oh, The People Youll Meet! 13. Theres Treasure in Them Thar Hills! 14. Getting Ahead in Life 15. My Sixth-Grade Teacher WAS Right! 16. The Right Tool for the Right Job 17. Rinse and Repeat (Only Harder) 18. More Friends 19. You Da BossYOU Da Boss! 20. 1. Things Betwixt and Majula 2. Forest of Fallen Giants 3. Heides Tower of Flame 4. No-Mans Wharf 5. Lost Bastille 6. Sinners Rise 7. Belfry Luna 8. Huntsmans Copse 9. Undead Purgatory 10. The Gutter 11. Black Gulch 12. Grave of Saints 13. Shaded Woods 14. Doors of Pharros 15. Brightstone Cove Tseldora 16. Return to Huntsmans Copse 17. Harvest Valley to Earthen Peak 18. Earthen Peak 19. Iron Keep And All The Rest 21. Related Items 22. More Tools 23. Principles Failure is not an option, its a goal Failures are small and recoverable Every action earns points What you gain with each task, not how many points you lost off the maximum score 24. Principles Start easy and build up Quests are steps on the journey toward the big boss 25. Principles Work at your own pace, but work together Can move ahead or take time, but all have to be successful Many ways to play, for many kinds of players Skip some, do them all, do them to mastery Dex, Strength, Faith, Intelligence builds 26. Assessment Typical training teaches, then tests Practice questions as attention checks All levels and knowledge assessed at once Long stretches of info-dumping 27. Game = Assessment Cant progress without demonstration Game completion = mastery Learning/practice/as sessment/feedback are recursive and frequent 28. Gaming Your Class Have to think about course differently Epistemic frames Map outcomes in real world to projects Map real world roles on those projects to roles in the class 29. Assignments Ours go to 11 At least two assignments for each outcome; let them choose or do them all IDT Final Project Options Let your students fly the co-op Group work is powerful 30. Classes Games Notes Points Experience Points Should be lots of them Grades Levels Level up early &amp; often Requires more later Assignments Quests Should build on each otherExams/Big Projects Bosses Tools &amp; Theories Weapons Required to beat bosses Facts/Concepts Items (found things) From readings or given out (they must figure them out) Real-world roles/ind. differences Character classes Choose avatars Groups Co-op/Guilds Consider throughout class 31. Examples Attendance Points for attending each time, not lump sum at end Course structure Start with several small projects in beginning and build levels quickly Choose avatars (name and character) 32. Major Projects Let students propose major project Pitch to class Vote on best projects Vote for ones they want to work on Form guilds based on top projects and interests 33. Guilds Keep constant throughout class Structure rewards based on group success Extra points go to whole team if one member gets Require participation from each member Do anonymous group evaluation Guild Leader (max points), Raid Leader, Crafter, Leeroy Jenkins (min points) 34. Guilds Create physical and virtual spaces around key concepts Forest of Finances (budgetary aspect) Rotate them through each area as they work on each aspect of their projects 35. Rewards Consider token economies XP or loot can be used for privileges Extra day on assignment; trade in for extra advising session/feedback Easter eggs and special items Hide items and valuables in places they can uncover if they go the extra mile 36. Debates &amp; Readings PvP (Player vs. Player) Guilds play as a team (Family Feud) Clickers to ring in with answers (readings quiz) or to vote 37. Bosses Mid-term exam and final project pitch Prepare for Mid-term as PvP Generate more questions than will be on exam Use them in PvP guild wars (compete with clickers or ? Give out XP for first, second, and third 38. Projects &amp; Presentations Pitch final projects to experts IDT 560 RFP Award points for content AND creativity in presentations 39. Game Your System Add up max points for minimum work to see how it grades out Be prepared to shift during class as you find weaknesses Prepare for three iterations before you are completely happy 40. Part II: The Games 41. Project NEO Conventional wisdom says middle school Fundamentals not mastered in elementary Elementary Preservice Teachers (PSTs) PSTs are themselves underprepared Ball, Lubienski, and Mewborn, 2005; Wu, 2009; Hill, 2010; Morris et al., 2009 Less than 4% of PSTs have a science major, and 42% have taken 4 or fewer science courses Fulp, S. and Horizon Research, 2002 42. 5E Learning Cycle Model (Bybee, 1989) 43. The Premise 44. Talia Awakens 45. Villain Addresses Talia 46. Results Knowledge increased (acquisition) or stayed the same (decay prevention) on concepts covered by the game Attitudes toward games (perceived barriers) INCREASED from pre- to post 47. PlatinuMath Preservice teachers http://platinumath.com/load.html?gid=11 http://platinumath.com/load.html?gid=12 http://platinumath.com/load.html?gid=21 48. Math Builders Middle School Students Findings Competition inhibits Transfer Avatars promote transfer 49. Notable Serious Games Project Selene Re-Mission McLarens Adventures River City Global Conflicts Palestine Triad Interactive Media (PlatinuMath, Far Plane, Contemporary Studies of the Zombie Apocalypse, Project NEO) Alelo, Inc. (Tactical Iraqi, RezWorld, Encounters Chinese) Filament Games (Citizen Science, We The Jury, Law Firm, Reach For The Sun) Darfur Is Dying Food Force www.gamesforchange.org www.gamesforhealth.org </p>