Gamification 101[18]: End of Week Three

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This is Part 18 in my continuing saga of my current iteration of a gamified course.

Most of my students are well on their way. We have spent a lot of time talking about the way the course is organized and the tools we are using. While it may seem we are spending a lot of time on administrative stuff, they are actually learning about shared folders, the nature of URLs, spreadsheets, collaborative documents, email etiquette, and more. All of it is just-in-time learning that has immediate practical application.

The nature of the course design is part of the course content.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Worth Sharing: Digital badges hit the big time in higher ed

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summit-badgesIt’s not the badges that are meaningful – it’s what they represent. If the the thing they represent is meaningful then the badge is meaningful. It also helps if the badge is recognized as a form of credential.

Interesting that this comes across my feed in the same week that I get a notice from Michigan State (where I did my Graduate Certificate in Serious Game Design and Research, from Department of Telecommunication, Information Studies and Media) that they are offering badges too. I’ll show them to you when I get them. This also relates to yesterday’s post on how institutions can become gamified – in part by doing exactly this.

While digital badges may sound like overshared gimmicks from the latest trendy game or social network, they have become serious commodities in the world of college credentials.More institutions no

Source: Digital badges hit the big time in higher ed | University Business Magazine

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Worth Sharing: Doing Educational Gaming Right

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A few weeks ago, I had the pleasure of playing Upper One Games’ Never Alone, or Kisima Injitchuna. It was a relatively simple puzzle-platformer game that on the merits of gameplay doesn’t do anything too drastic from the norm. However, what the game did do incredibly well was teach me something new.

Source: Doing Educational Gaming Right

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What Could Be Gained If Every Course at Your School Were Gamified?

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Source: Unknown

Source: Unknown (if anyone knows the source of this image, please let me know so I can credit them)

What if all instructors could access the students’ badges (or other credentials). This could ultimately have far-reaching implications for how students earn credit, what kind of work they are required to do in their classes, and more.

I once designed an inquiry-based intro to programming course and in order to give my students as much freedom as possible I started by defining – in detail – what they needed to know at the end of the course. Then I created a big rubric spreadhseet and that became how I tracked their progress.

Aside from ego issues between departments and individual instructors (which are considerable, but not insurmountable) it would be possible to create an institution-wide system that does something similar. It’s all a mater of scale, really. We’d still teach courses, but those courses would now be defined with respect to a degree defined by competencies rather than by courses.

This falls in line with what Charles Reigeluth is talking about with his paradigm shift. I’ve talked about how gamification fits in here, and this idea seems to me like a natural evolution of that. While there are some things that are truly new in gamification, much of it isn’t, but it is a handy, unifying concept that brings together a bunch of design ideas that have been kicking about separately.

 

Until now.

There are a whole host of ways that this can be implemented. I’ll talk more about those in other posts (when I’m not rushing to get ready for class).

References

Katrin Becker (2004) Reconciling a Traditional Syllabus with an Inquiry-Based Introductory Course The Journal of Computing Science in Colleges Volume 20, Number 2, December 2004, pp 28-37 Consortium for Computing Science in Colleges Northwest Conference, October 8-9 2004, Salem, Oregon


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Gamification 101[17]: What Does a Gamified Grading Application Need to Have?

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This is Part 17 in my continuing saga of my current iteration of a gamified course.

As I’ve said before, current course management systems don’t have the flexibility required to accommodate a gamified design such as mine (here and here). Currently I, using Google Sheets, which works pretty well, but the set-up is quite onerous – I have to create a master grading sheet by importing information from each student using importrange. So far I’ve been OK, but you can only do 50 of these in any given spreadsheet, so if I ever have more than 50 students, I’ll need to think of another way. Plus, I need to handle changes in the class list (adds and drops) myself. It would really make a big difference if all of this could be done automatically.

You seen the student quest logs and scorecards. Here’s an example of what the master grade book looks like.

snap02080

Each line is a different student. Each column on the right side represents their score for the quest category.

So, what do we need in a gamified grading application? Note that NOWHERE does it say anything about percentages. It is assumed that the total of all the XP will add up to more than is needed for a perfect score. This description will probably evolve as I gain more experience, but here’s what I have so far:

  1. Themes to customize the look and feel of the game system.
  2. A connection to the schools official enrollment lists
    1. So students can be added or deleted as necessary.
    2. So student profiles can be maintained across all courses.
    3. So instructors can access the students’ badges (or other credentials). This could ultimately have far-reaching implications for how students earn credit, what kind of work they are required to do in their classes, and more).
  3. A way to describe the course content using a mapping similar to this.
  4. A way to define the quests. It mush include the following attributes:
    1. Quest Category – default – none
    2. Quest name –  required
    3. Repetition name (and description) – optional (this allows me to created additional quests in the same set but require them to do a maximum of, say 4 out of 6 choices. – default=1
    4. Minimum repetitions (for setting required quests). – default=0
    5. Maximum repetitions. – default = how ever many there are in the series
    6. XP per repetition. – required
    7. Whether or not this quest has an expiry or best before date, and what that date is. (Expiry means it won’t be marked after the ‘due’ date, whereas a best Before Date means that they won’t get the bonus associated with the quest. – default=no
    8. The value of the bonus. – default=10% of XP
    9. Which, if any quests are required in order to unlock this quest (I don’t currently have a good way to do this so I don’t. This must be connected to the system that serves up the quest descriptions.). – default = none
    10. Whether or not this quest requires a minimum level in order to unlock it (I don’t currently have a good way to do this so I don’t. This must be connected to the system that serves up the quest descriptions.). – default = none
    11. A way to connect each quest (or repetition) to a course content node. – default none.
  5. A way to connect multiple students to the same quest so that when one gets assessed, they all get assessed. It must be possible to override this in case students need to be assessed individually.
  6. A way to define a mapping of points to levels.
  7. A way to define a mapping of points to a letter grade.
  8. A way to create badges and to define the criteria for earning those badges. This could tap into the OpenBadges system if desired.
  9. A scorecard (template provided) for each student.
    1. This is where the grading criteria for each quest are defined. Rubrics should be allowed but not required.
  10. A quest log for each student. This gets generated from the information in #1.
    1. Must be editable by the student.
    2. Must allow me to add columns for additional links, etc.
  11. A master grade book (view) so I can see everyone at once.
  12. A leaderboard. It should create a new column in the leaderboard at the instructor’s request using data from the master grade book.
    1. A way to describe the desired progression through the course – I.E. how many XP, and what level should they be at at specific dates.  – default = simple steady progression.

That’s all I have for now. I will add more to this list as I think of it. Check back from time to time to see how this evolves.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Is Your Great New Instructional Strategy Simply Exchanging One Group of Disengaged Learners for Another?

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2010-08-20_16-56-10_wmI’m really glad that some people are finally starting to realize the value that introverts bring to the table (The Power of Introverts: A Manifesto for Quiet Brilliance; The Benefits of Being an Introvert; ).

Yesterday’s post highlighted the current trend for teaching strategies that cater to extroverts, often to the detriment of introverts.

Many of those who advertise gamification as the latest panacea for ‘driving’ engagement from customers and employees alike seem to fail to realize (or simply don’t care) that many of the elements of gamification they are touting involve EXTRINSIC motivation. These kinds of strategies cater to extroverts and can actually drive introverts away.

I really wonder how often it happens that some new educational fad gets implemented without ever really considering the effect it will have. I really doubt that most of them are actually tested or researched before some TED talk or some Ed “guru” tells us that this is what we MUST do.

The education classes I took when I was doing my PhD were all heavily tipped towards collaboration and in-class group activities. There really was little recognition of any other valid way to learn (after all they were teaching us the “right way” weren’t they?), and very little accommodation for different styles.

It’s worth considering.

Which of the current “trends” in education cater to one type of person in favour of another?

Collaboration? Flipped Classrooms? Discussions? Badges?

What might the long-term effects be of that? In other words, what might the long term effects be of disengaging introverts while catering to extroverts? It’s one thing to employ a teaching strategy because it will teach them something, but it’s another entirely to do it because you think it’s “better” for them.

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Worth Sharing: Why Schools Are Increasingly Neglecting Introverts

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For many students, quiet time is key for the learning process.

The way in which certain instructional trends—education buzzwords like “collaborative learning” and “project-based learning” and “flipped classrooms”—are applied often neglect the needs of introverts. In fact, these trends could mean that classroom environments that embrace extroverted behavior—through dynamic and social learning activities—are being promoted now more than ever. These can be appealing qualities in the classroom, of course, but overemphasizing them can undermine the learning of students who are inward-thinking and easily drained by constant interactions with others.

Source: When Schools Overlook Introverts: Why Quiet Time is Important for the Learning Process – The Atlantic

While I will agree that working collaboratively is useful (I talked about the “flipped classroom” in a previous post), but I am an introvert and have rarely enjoyed collaborative work. As I get older, I am learning ways to do collaboration that work for me, and I have also learned that a crucial part of learner-centered instruction is finding multiple ways for learners to accomplish the tasks you have set out.

I have also noticed that a great many of the teachers I have met and many, if not most of the education professors I have met are extroverts. For some reason extroverts seem to have a great deal of difficulty empathizing with introverts. They see us as deficient somehow. Well, there are other ways to do these things besides theirs.

This is where my gamified approach shines.

By providing students with a wide variety of tasks from which to choose, students can choose ones that fit with their approach. Yes, they will have to learn to do all kinds of things, including things they don’t like, but do they ALWAYS need to be forced to do that? Of course not.

I give my students only one task where they have to work in groups, AND I provide them with tools that will allow them to work together without always having to be in the same room together. While this may not completely solve the energy drain that happens to introverts when they are made to work in groups, it helps.

 

Source: Why Schools Are Increasingly Neglecting Introverts

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Magician or Wizard: When it Come to Tech, Which One are You?

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Source, Wikimedia Commons. Lizamirosh, Author

Forget about “Digital Natives” when it comes to technology. What really counts is whether you are a magician or merely a wizard?

You see, when it comes to tech, being a wizard is not what one might hope.

Don’t get me wrong, I really like the term digital native (thanks to Marc Prensky for coming up with it!). It has prompted some great discussion and lots of important research. It’s just that the idea that people born after a certain year have a ‘natural’ competence with technology isn’t quite true. Plus, it misses the point. As technology becomes ubiquitous and we come to rely on it more and more. Being competent in the use of technology is one thing, but understanding it is a different thing entirely.

cooking-ingredients-492339A long time pet peeve of mine is that many, if not most people in Ed Tech don’t actually know tech. If you’re going to claim to be tech savvy, then you MUST be more than a mere user(*). You must understand something about how that tech works. If you don’t then you are nothing more than a pretender, like the wizard or witch who knows how to do the incantations, but has no clue how they actually work.

A magician, on the other hand, does know how the tricks work. There is no magic, but that in no way diminishes the skill and deep understanding required to do the things they do. Making others believe in magic takes serious expertise.

When it comes to tech, you really want to to be a magician, not a wizard.

Image credit: Penn and Teller (All Rights to this image belong to them).

 

(*)

There are only two industries that refer to their customers as ‘users’.

(Edward Tufte)

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