Frank Smith shared an infographic in his 2015 article
"10 Online Learning Trends to Watch in 2015" that stated "80% of
learners say they would be more productive if their university/institution or
work was more game-like."
Engagement and interest
into the method of teaching information plays a large role into the success of
teaching the actual content. It's not just about the content. It's
not just about the mode of instruction. It must be a mixture of both.
Just games will keep students entertained but are they learning from it?
There must be rigorous content integrated into the game. The following
aspects need to be considered when using games as instructional strategy:
Critical
Thinking.
Games need to have an aspect of critical thinking and problem solving by
using inquiry and discovery in the pursuit.
Motivation. Games themselves are fun and
therefore motivating. They also can provide a desire to move on from one
level to another which gives students feelings of success as they navigate
through the game.
Student
Engagement.
Students enjoy playing games. Just the fact that it's more fun than
traditional instructional methods will help keep the student engaged on many
levels.
Contextual
Relevance.
Gaming in nothing new to our students. The fact they are familiar
to the format makes the student more comfortable in the instructional method.
Self-paced
Learning Experience.
Allowing students to work at their own pace can be very beneficial to
both students that work quickly and for those who work more slowly.
(Prayaga and Rasmussen, 2007)
(Prayaga and Rasmussen, 2007)
After reading this I got to thinking about how I
could add gamification into my classroom. I have one particular unit that
has some very heavy material. I believe I wrote of this in a previous
blog but at that time had not considered how to do it. So, with this idea
fresh on my mind again, I looked around to see what I could find. My
school district has purchased CANVAS LMS. I have been interested in
trying to integrate the use of CANVAS more into day to day instruction. I
started researching to see if there were any gamification applications
available to use on CANVAS. What I found was Badgr. Badgr is an
application that allows badges to be awarded as students complete tasks or
levels. It is fully integrates into CANVAS. The following video shows how easy it is to
use.
Badgr allows customization of badges, allows viewing of leaderboards
by students and teachers, students can share badges on social media as they
earn them and other great features. I am
excited to get started creating my game for next year’s classes.
Hopefully it will engage all students more!
Badgr Help.
How to Use the Badgr Leaderboard in CANVAS. Youtube video link:
https://youtu.be/LSp805bND8M
Prayaga, L. &
Rasmussen, K. (2007). Serious Gaming: Instructional Strategies for Career and
Technical Education, Proceedings of EdMedia: World Conference on
Educational Media and Technology 2007 (pp.
2992-3003). Retrieved from http://aumnicat.aum.edu:2619/p/25800
Smith, D.F.
(2015). 10 Online Learning Trends to Watch in 2015. EdTech.
Retrieved
from http://www.edtechmagazine.com/k12/article/2014/12/10-online-learning-trends-watch-2015-infographic
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