Difference between revisions of "Becca Maher"
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==''' Learning Outcomes'''==
==''' Learning Outcomes'''==
== '''Needs Assessment''' ==
== '''Needs Assessment''' ==
Revision as of 11:02, 10 May 2019
- 1 About Me
- 2 My Topic and Purpose
- 3 Learning Outcomes
- 4 Needs Assessment
- 5 Performance-Based Objectives
- 6 Task Analysis
- 7 Curriculum Map
- 8 References and Resources
I am currently completing my 4th year as a teacher, and my second year in the CDIT program through University at Albany. I have loved being a continual learner even after I graduated college. I teach middle school Spanish, where I get to combine "being a kid" with my love for passing on knowledge about the Spanish language/culture. I am also a volleyball coach for the school where I work. I have so much fun teaching my players to love the sport like I do!
My Topic and Purpose
Intent of Project
The intent of this course is to teach other educators about Gamification and how it can be used as a classroom management technique as well as to collect data on student assessments through the use of technology.
Topics that will be covered:
- The need for Gamification (based on student interest and motivation).
- How (through technology) Gamification can be used to assess student learning and progress.
- Using Gamification to quickly and easily create a Needs Assessment.
- Gamification Classroom Environment: making sure students understand the difference between just having fun, and learning in a "fun" environment.
General Outcomes: Participation in this course will...
- Understand the need for gamification in the classroom in order to motivate and engage students, as well as increase student success and learning through immediate feedback.
Specific Outcomes: By the end of this course, participants will....
- Learners will be able to define Gamification and understand the need in the classroom.
- Learners will be able to understand the classroom management techniques involved in a gamified classroom.
- Learners will explore possible online platforms used in Gamification.
- Learners will be able to engage in self-assessment and reflection based on immediate feedback.
STEP 1 - Intent Statement =
Instructional Problem: Student motivation and engagement can be difficult to produce at the middle/high school level. It is important to present information to learners in a way that is exciting and easy accessible at their level. It is necessary to engage students through innovative lesson plans/activities, and allow room for student creativity. Fostering this love of learning, through activities that are based on student choice and interest is essential for student growth.
STEP 2 - Characteristics of the Intended learners =
Age: Educators/students of all ages (applicable to all)
Prerequisite knowledge or skills: Prior knowledge will vary depending on participant.
Motivation and Attitudes: Although many learners have strong support systems and educational background, many lack self-motivation and desire to work hard toward a goal. These learners are accustomed to memorizing important information and replicating it to achieve high test scores, however they are lacking in creativity and ability to produce something new with their knowledge. Teachers and educators should be equipped with the tools to engage and motivate students while meeting them where they are developmentally.
Learners are educators from many different backgrounds.
The Instructional Context
Resources: This course will be completed completely online, using online resources such as videos, articles, google docs/forms, etc.
When implementing activities from this course, it is helpful if students have 1 to 1 students laptops, internet access, Ipads, and games.
When implementing activities from this course in an eductional setting, it is necessary that student devices are charged and ready to go, to assure that movement around the room at anytime is possible why playing. Students must also each have their own device to assure that all members of the learning environment have access to practice and play, and individual assessments are not skewed.
a) To gain knowledge and understanding of a language, subject, or context.
b) To use their knowledge to compete, build, and create, new learning opportunities and outcomes.
c) Influence student motivation and attitudes through engaging in innovative learning activities that demonstrate that learning can be fun.
-Learners will be able to define Gamification and understand the need in the classroom.
-Learners will be able to understand the classroom management techniques involved in a gamified classroom.
-Learners will explore possible online platforms used in Gamification.
-Learners will be able to engage in self-assessment and reflection based on immediate feedback.
Unit 1: Learners will understand Gamification and how it can be used to motivate and engage students.
-Lesson 1: Learners will define Gamification
1. Learners will watch The Audiopedia's episode on defining Gamification https://www.youtube.com/watch?v=mqSiYhfBdWI
2. Learners will complete a short survey to understand their own learning preference in an educational setting.
3. Learners will explore Scott Heberts research on "The Power of Gamification in Education" https://www.youtube.com/watch?v=mOssYTimQwM
--Assessments: Learners will define Gamification in their own words and post their definitions to an online discussion to share their findings with others.
-Lesson 2: Learners will answer the question, “Why Gamifiction, in the classroom?”
1. Learners will read and discuss the article “Why We Love The Games That Enrage Us Most” by John Pavlus.
2. Learners will brainstorm ideas about what motivates a typical student, depending on their age and ability level.
3. Learners will create a venn-diagram to compare and contrast a traditional classroom, and a gamified classroom using the resource: https://www.td.org/insights/eight-game-elements-to-make-learning-more-intriguing
UNIT 2: Classroom Management. How to empower and challenge learners.
-Lesson 3: Learners will understand the classroom management techniques involved in a gamified classroom.
1. Learners will identify their typical modes of classroom management. They will post to an online sticky note forum (Padlet), so others can read and comment on the posts.
2.Learners will watch the video “Gamification in the Classroom” (https://www.youtube.com/watch?v=W72DnmSZbr4) and discuss what it means to “empower” students. Then answer the question, “Why are empowered learners more motivated to learn?”
3. Learners will create a list of “side-challenges” (also known as anchor activities) that can be completed to extend learning. How can these side-challenges be completed for power-ups?
-Assessments: Learners will post a discussion on how they can combine their classroom management technique with a more gamified structure, including two specific examples from the lesson.
UNIT 3: Learners will understand a multitude of online learning platforms that can be used to Gamify a classroom.
Lesson 4: Define and give examples of online-learning platforms used in a gamified classroom.
1.Learners will discuss and post prior knowledge of online-learning platforms.
2.Learners will create a Quizlet set with vocabulary, then practice Quizlet LIVE with a focus group.
3.Learners will use the Quizlet set to create a GimKit, then practice this with a group.
4.Learners will research from a list of online gamification examples.
-Assessment: Learners will choose one online-learning platform that can be used to gamify a classroom. Learners will attempt to use this research in a classroom setting with students.
UNIT 4: Learners will self-assess and self-reflect on their learning, based on immediate feedback.
-Lesson 5:Self-assessment and self-reflection in the classroom.
1. Learners will define self-assessment through (Youtube videos?)
2. Learners will define self-reflection through (article?)
-Assessment: Learners will complete the self-assessment on their knowledge of gamification in the classroom, then reflect on their learning.
-Lesson 6: Immediate Feedback through gamification.
1.Learners will define immediate feedback
2.What makes feedback positive/useful?
3.Learners will understand how to access data collected on participants of online gaming in education.
-Assessment: How will you use gamification and the data collected online to provide immediate feedback?
References and Resources
Unit 1 Lesson 1:
Audiopedia, T. (2017, April 12). What is GAMIFICATION OF LEARNING? What does GAMIFICATION OF LEARNING mean? Retrieved from https://www.youtube.com/watch?v=mqSiYhfBdWI
Talks, T. (2018, May 07). The Power of Gamification in Education | Scott Hebert | TEDxUAlberta. Retrieved from https://www.youtube.com/watch?v=mOssYTimQwM
Unit 1 Lesson 2:
Pavlus, J. (2016, March 07). Why We Love the Games That Enrage Us Most. Retrieved from https://www.scientificamerican.com/article/why-we-love-the-games-that-enrage-us-most/
8 Game Elements to Make Learning More Intriguing. (2017, December 15). Retrieved from https://www.td.org/insights/eight-game-elements-to-make-learning-more-intriguing
Unit 2 Lesson 3:
Education, T. I. (2018, December 12). Gamification in the Classroom. Retrieved from https://www.youtube.com/watch?v=W72DnmSZbr4
Unit 4 Lesson 5:
Virtual, M. (2017, March 13). Module 3: Self Assessment. Retrieved from https://www.youtube.com/watch?v=Qo_5dJ-dlIQ
Self reflection. (n.d.). Retrieved from http://www.open.ac.uk/choose/unison/develop/my-skills/self-reflection
Unit 4 Lesson 6:
Yoder, L. (2014, October 20). Kahoot: Data Download. Retrieved from
How people learn: Bransford, J. D. (2004). How people learn: Brain, mind, experience, and school. Washington, DC: National Acad. Press.