Game-Based Learning and Gamification Tools For Supporting Student Learning Four new game-based learning and gamification tools that I would consider using to support my students’ learning are Class Dojo, Class Craft, Socrative/MasteryConnect, and Desmos.com. The first three are gamification tools and the last tool is game-based. Game-based learning and gamification tools are both powerful in their own way and I feel that the combination of the two would be the ideal balance for learning in my classroom. Although I am still very new to these two ideas, I have read and heard a great deal about them and have a lot of ideas swirling in my head as to how I might apply them into my own classroom. Key Takeaways from Gabe Zichermann, Katie Salen, and Jane McGonigal Three speakers: Gabe Zichermann, Katie Salen, and Jane McGonigal all make a compelling argument for the use of gaming in the classroom. Sharing some key takeaways, in his TED Talk, Gabe Zichermann offered his audience advice: don’t fight the game trend but rather be one with the game and try to understand the dynamic of how your children play games from the context of the game outward not from the outside in. This resonated with me because I interpreted what he said to mean that we need to understand the socio-cultural context and background of our students to really be able to create meaningful relevant instruction and support their learning. Katie Salen touched on how design thinking helped students become aware of where they are at, how far they have come, and what they need to work on. My reaction to this was, “how can I do that?” Last, Jane McGonigal offered a positive light on gamers as super-empowered hopeful individuals. In her TED Talk, she touched on something really important. The idea of the “epic win” which is an outcome that is so extraordinarily positive, you had no idea was possible until you achieved it. It is almost beyond the threshold of imagination and when you get there you are shocked to discover what you are truly capable of. Students need more “epic wins” in their life, especially in the content area of mathematics. They need those moments that build up their confidence and show them how hard work can pay off, in other words—a growth mindset. Gamifcation in the Prototype I think Game-based learning and gamification will work well in my prototype because I aim to create a formative assessment module that will promote student autonomy. Elements of gamification will include quests which players have to complete in order to move on to the next quest or to complete a mission. It will also include elements such as redo's if you fail a quest as well as meaningful feedback. Last, it will include a point system that rewards players for completing quests and missions. Specifically, the module will develop student awareness of goal-setting, progress-monitoring, and the ability to determine what they need to work on in order to continue to move forward in their quest or mission. During each quest, students will solve increasingly more difficult problems and will be prompted to answer questions as they move along. These prompts will ask the user to summarize their goal for that quest and what steps they need to take in order to reach their goal. This aspect of the module will allow students to practice goal-setting as well as progress monitoring. I think gamification will work well in my module because students will need to show concept mastery by completing “quests” to move on to the next quest. These quests provide ample opportunities for “epic wins” as well as opportunities for redo’s and feedback. Socrative and MasteryConnect are both great tools for students to complete quests, receive feedback, and monitor their progress. I am still deciding on how the reward system will work. I am considering points and badges that will translate into extrinsic motivation such as offering extra credit, extra classroom privileges, etc. I think Class Dojo and Class Craft are both great tools for doing that. Game-Based Learning Tools in the Prototype Finally, I think Desmos and other game-based learning tools have a big place in my assessment module. Desmos will be housed in the digital tools library where students can choose to practice more of a skill before completing a quest. Other game-based learning tools that might be included in that section will be Prodigy, DragonBox Algebra 5+, and Twelve a Dozen.
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Digital Citizenship (Digital Communication)
Class: Math 8 Grade Level: 8th Grade Time: 83 minutes Topic: Digital Citizenship - Awareness of Benefits and Dangers of Digital Communication and its Consequences Common Sense Media Link: https://www.commonsensemedia.org/educators/middlehigh_poster Materials:
Purpose: To bring awareness to the benefits, dangers, and consequences of digital communication and how to responsibly utilize it in the classroom and at home Objective(s):
Hook/Anticipatory Set: Definition of digital communication (see below) is written on whiteboard under the “DO NOW” section on the agenda. Directions ask students to log onto ECHO and find the padlet link on the agenda and answer the following two questions. Definition of Digital Communication - The electronic exchange of information Padlet Questions:
Outline: Hook - Discuss ways digital communication is used in the classroom and at home. Use padlet to share positive and negative personal experiences to establish the benefits and dangers of digital communication and the possible consequences that follow for each type of scenario. Discuss digital footprint and how it can affect school, jobs, and personal lives. Discussion Questions:
Activity 1:
Activity 2:
Closure/Reflection:
Assessment/Evaluation: Digital Citizenship Norms Quiz |