Unit Four: Application and Creation
At the end of unit four, participants will generate a gaming activity or lesson by writing the steps their students will take in their learning process while participating in a gamification learning activity.
Participants will create a gamified lesson or activity using the five learning elements related to gamification discussed in this mini-course.
Participants will also incorporate the four important steps while creating their gamified activities.
Participants will be able to reflect on the effectiveness of gamification in using this activity that is applicable to their content area.
This mini-lecture is a recap of the discussions we have had on gamification and it's impact on student learning. Revisiting these elements and points presented by the class, you will now showcase your own creation of a gamified lesson in this units learning activity. Here are the highlighted points from this mini-course.
What is Gamification?
Gamification is an educational approach to motivate students to learn by using video game design and game elements in learning environments.
What are the five elements in Gamification?
- Voice and Choice
- Providing Feedback
How to approach gamification in my classroom?
In your process in creating a gamified classroom, lesson or activity, one should start small. As you begin, you will continue to build upon activities and eventually create a lesson. When designing your lessons, use the Backward by Design approach where you begin with the end goal and work your way back in your lesson planning. Create a clear criteria for Badges and the value behind them in your lesson or activity. Your lessons should be able to adjust rigor as your student population most likely will have different learning levels. And finally remember to celebrate your students success. Create an area where students acknowledge each others success and can see their own achievements and progress.
What are the benefits of gamification in education today?
* Gamification in education may optimize the brain’s processing of new information.
- Gamification in education can improve motivation and engagement.
- Gamification modifies the brain’s reward and pleasure center and ameliorates learning.
- Gamification benefits struggling students.
As you are wrapping of this last unit, feel free to revisit any of the articles or videos of this mini-course as your are developing your lesson or activity.
For this units learning activity, you will be creating your own Quizlet Mini-Challenge
Your plan should include the following…
- Select a Quizlet you would like your students to work with.
- Set a learning goal related to why gamification would be effective for this lesson or activity.
- Establish the purpose behind creating this challenge. The activity can be simple and seamless as this is your first gamified activity.
- Establish your badges or point values that your students will work towards as they achieve different learning levels of the Quizlet challenge.
- Create different levels of rigor in order to have a variety of learning opportunities for your diverse student population.
- Create a system as to how you will celebrate student success.
Post your plans in the discussion board and respond to two other students. Be sure to keep the gamification elements in mind while creating as well as how would you be able to implement this quizlet challenge immediately in your classes. Feel free also to revisit the sample Quizlet challenge for ideas.
In completion of this mini-course, reflect on the following questions after you have posted to the discussion board your Quizlet mini-challenges.
As you conclude the topic of gamification, please respond to the following questions...
1. Now that I understand what gamification is, can this strategy be used effectively in my class? How?
2. What was the most important piece of information from this mini-course that will help in my professional growth?
3. What did you find the most important element of gamification based of our readings, videos and class discussion?
4. Do you see yourself exploring more methods of gamification for your classroom as well as for you professional knowledge?