Gamification Tool Box

Schedule of Participant Activities: Day 1

Part 1: Gamification defined and applied.   Welcome, explanation and initiation.  Students earn their first level by playing a little game. Students will critically analyze a very short game.  Outcomes: recognition of elements that excite engagement.

 

Part II: Creating excitement. In this portion of the workshop, students will learn the difference between a task, a problem and a project. Participants will take ‘real-world’ problems and create versions of tasks, problems and projects for their own use. Outcomes: cross-disciplinary approach to education through interdepartmental cooperation. Upon successful demonstration of their projects, students will advance to the second level. Discussion of homework quest.

Part III. Setting up the Gameboard. Participants prepare for their assignments for the next day by learning how gamification has already been applied at UP GDL.  Games, serious games and simulations will be discussed and evaluated.  A tour of Creative Inc, the Centro de Lenguas simulation will be given. Outcomes: Participants will be able to evaluate their current teaching landscape and improve student’s learning environments.

 

Schedule of Participant Activities: Day 2

Part I.  Advise and Consent.  Participants will be given a short amount of time to coordinate with partners to complete their teaching/learning scenario (game element)

The learning object will be evaluated according to a standard rubric.  A passing grade will be required to move up to the next level

Outcomes:  Participants will demonstrate competency in the subject area by creating a useful learning object that is re-usable, useful, fun, and that may be evaluated with a standardized rubric.

 

Part II.  The Ghost in the Machine. Creating a meaningful grade scheme and rubric for assessment. How to create badges.  How to upload badges to Moodle.   (Depending on time remaining) How to create a leaderboard in Google sheets. How to create an app. How to keep up with all the numbers.  Outcomes: Participants will be proficient at badge creation and delivery, as well as develop a global understanding of point to value of task ratios.

 

Part III.  The Final Exam. In order to be fully qualified as a gamifier, the participant will need to create a final exam for his/her class that:

  1. is not printed on paper, nor may it include printed numbers or equations.The problem may not be more than a paragraph (6 lines long).
  2. students must take the exam outside the classroom, using only smartphones or laptops  to help them.
  3. deliverables must be multimedia (students can make these in the computer lab)
  4. three hours delivery time, maximum.
  5. gradable in five minutes, using a rubric.

 

Your deliverable of the final work must be in video, or a webpage.  A panel of judges using a standard rubric will evaluate your work.  A passing score will be required before you receive your final status and diploma.  Outcomes: Participants will demonstrate familiarity with the subject at hand as well as profound understanding of current self-imposed educational and teaching limits.They will also display firm grasp of the concepts they learned during the course.

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