I spent today reading. And, I read a lot. My goal was to read up on Gamification. I wanted to understand its history, its role in education, criticism of the concept, as well as ways to move forward with some ideas.
I used Diigo to capture my thoughts. There are four different colors of highlighting available, and I used the highlighters to denote each of these topics above. Yet, when I went to my library view, all of my highlights combined. This threw me for a loop, and I wasn’t able to process the thoughts the way I had hoped today. So, I will need to go back and review and rethink my research. That’s not all bad. There’s only so much Gamification my brain could handle today. Below you’ll see my mess of thoughts from Diigo. Realize, there is no real organization with this export. When I have process through the material, I will share here on the blog.
If you would simply like to see the list of Gamification sites that I visited today, you can check them out here: http://goo.gl/5CgNH
Note: The texts below are highlighted directly from resources and not my own thoughts yet.
- The Best Of Gaming |
Scoop.ittags: gaming gamification games - MultiMedia
Fusion 2.0 Create Games/Apps Drag-and-Drop!tags: multimedia games gamification
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Write your own gaming tool?
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- GameMaker8.com | Game Maker 8tags: Games gamification
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Write your own game program.
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- Epistemic Games – building
the future of educationtags: gamification games STEM interactive simulations - Gamification
Educationtags: gamification
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Growing collection of Gamification in
education.
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- Gamification
Examples | Gamification.orgtags: gamification - Math
and Biology Lessons To Go Massively Multiplayer and Online in MIT Project — THE
Journaltags: gamification MIT
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An MIT research team that explores the value of
learning through games has just received a $3 million boost to create an MMOG–a
massively multiplayer online game–specifically to teach math and biology to
high schoolers.
- 10
practical ways to bring gamer superpowers to the classroom | Game-Based Learning
| Scoop.ittags: gamification - 12
Education Tech Trends to Watch in 2012 | MindShifttags: Trends BestPractice Newsworthy gamification
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The big question, of course — with this as with
every new ed-tech development: does this actually improve learning? When is a
educational game fun? What makes it engaging? What makes it actually
educational? - www.kansascity.com
| 12/13/2011 | Joe Robertson | Games are focus of Quest schoolstags: gamification - Competition
or Cooperation? Gamification Succeeds at Both | Gamification Blogtags: gamification-
On Forbes a few weeks ago, author Haydn Shaughnessy
looked
at the rise of gamification and the return of game-like competition to the
workplace. -
On average, only 5% of players focus primarily on
competition, whereas 75% are primarily collaborators. -
Instead, managers and designers need to create a
team environment where collaboration is the focus and collaborative results lead
to a competitive advantage.
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- Gamifying
Homework – ProfHacker – The Chronicle of Higher Educationtags: gamification-
social media tells us much, it’s that people will
do *anything* for a virtual badge. -
Critics warn that too-shallow an interpretation of
game mechanics will lead either to an excessive focus
on points, or to missing the open-ended
possibilities of gaming. -
Across those 400 students, 113 (28%!) willingly
chose to take optional multiple choice quizzes.
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- Badgeville
EducationWhy shouldn’t learning be fun? Whether your students
have opted in to their educational experience, or are going through a required
training program, adding a social rewards program turns a challenging experience
into a challenge with obtainable victories along the way to the student’s final
goal. With Badgeville, you can easily add real-time, social rewards to your
education program.tags: gamification-
Why shouldn’t learning be fun? Whether your
students have opted in to their educational experience, or are going through a
required training program, adding a social rewards program turns a challenging
experience into a challenge with obtainable victories along the way to the
student’s final goal. With Badgeville, you can easily add real-time, social
rewards to your education program.
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- http://net.educause.edu/ir/library/pdf/ELI7075.pdftags: gamification
- Lessons
from the Trenchestags: gamification-
we selected the term EduGame for its brevity and
clarity and because it encompasses all games and simulations (video games,
console games, and virtual worlds) used in classrooms. -
Convincing all the stakeholders to support
implementation of EduGames takes more effort and focus than do traditional
supplemental materials. -
Teachers must understand their role as content area
experts. -
EduGames must be aligned to
standards. -
Teachers must understand how the activities connect
to the standards, what the goals are for the exercise, and which students it can
benefit the most. -
Mix game play with discussion, lecture, reading,
and writing to gain the most benefits. -
Given the novelty of game-based learning, many
educators remain skeptical of the games’ ability to facilitate learning or to
embed assessments appropriately. It is important to provide external validation
of the learning that is taking place. -
Treat gaming like you would a lab, as an
opportunity for students to apply and test what they have learned. Set clear
behavioral expectations, and make assessment results visible to all stakeholders
to sustain support.
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- Why Education
Needs to Get Its Game Ontags: gamification-
chools should not just prepare students to pass
state assessments and standardized tests. We should also prepare them for the
complex real-world situations they will certainly face. If we recalibrate our
education system to meet the needs of the digital natives, we can produce eager,
life-long learners who are well-equipped for 21st century
careers. -
For one, games can create a risk-free environment
for learning and discovery. In most games, failure is a given. Often players
must “die” several times before accruing the knowledge and skills necessary to
win. Since a certain amount failure is normal within the game, players will
naturally take the approach of trial and error to discover the path to
success. -
While this type of risk-free environment can be
difficult to replicate in the classroom, educators and parents should keep in
mind that creating opportunities for students to safely fail is the best way to
ensure that real learning breakthroughs occur. Kids who are not frustrated by
failure, who instead see it as part of the process, are less likely to give up
on learning. This is a valuable lesson that can be modeled through learning
games and applied in the real world. -
good games are designed to make players want to
work hard to achieve a goal. In the game world this is known as “grinding.”
Grinding is the hard (often repetitive) work that is required to achieve a
desired outcome. -
The truth is that school doesn’t have to be as fun
as World of Warcraft — it just has to be less boring than it is
today -
If we tap into motivational game dynamics like
small achievable goals, desirable rewards, constant positive feedback and
compelling interactive content, then we can design an educational experience
that speaks to teens.
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- Clark
Aldrich Designs: Using Serious Games and Simulations: A Quick and Dirty
GuideThe Eight C’s It is in the flow of enterprise skills
that an organization has to ensure the value proposition of formal learning. The
full equation looks something like: (Content * Curricula * Coaching *
Certification * Community * Calling *day Care) / Cost, where each are defined as
follows: Content: The material supporting any learning objective. Curricula: How
the content is chosen, validated, organized, and presented. Coaching: The
individual attention helping each student overcome their individual weaknesses,
answers specific questions, and leverage their individual strengths, as well as
provide motivation. Certification: Proof and documentation that a level of
competency has been reached (which also provides motivation). Community: A group
of peers that both make learning more effective and engaging. Calling: The
vision and mission of the learning organization. day Care: The ability to house
students for a specific time, including classrooms and even virtual environment
tools. Cost: The amount of resources, including student time, a program
requires.tags: gamification-
A good educational simulation may look a lot like a
casual computer game. It may have stylized, fast moving graphics. There may be a
timer during some part of a level, and exaggerated consequences of failure. The
person engaging the sim may look very much like a gamer, hunched over with a
hand tightly grasped on the mouse and eyes riveted on the screen. The student
may even be in a flow state, and having a lot of fun. -
The Eight C’s
It is in the flow of enterprise skills that an organization has to ensure the
value proposition of formal learning. The full equation looks something like:
(Content * Curricula * Coaching * Certification * Community * Calling *day Care)
/ Cost, where each are defined as follows:- Content: The material supporting any learning objective.
- Curricula: How the content is chosen, validated, organized, and
presented. - Coaching: The individual attention helping each student overcome their
individual weaknesses, answers specific questions, and leverage their individual
strengths, as well as provide motivation. - Certification: Proof and documentation that a level of competency has been
reached (which also provides motivation). - Community: A group of peers that both make learning more effective and
engaging. - Calling: The vision and mission of the learning organization.
- day Care: The ability to house students for a specific time, including
classrooms and even virtual environment tools. - Cost: The amount of resources, including student time, a program
requires.
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- A
Neurologist Makes the Case for the Video Game Model as a Learning Tool |
Edutopiatags: gamification-
The popularity of video games is not the enemy of
education, but rather a model for best teaching strategies. Games insert players
at their achievable challenge level and reward player effort and practice
with acknowledgement of incremental goal progress, not just final
product. The fuel for this process is the pleasure experience related to the
release of dopamine. -
After making a prediction, choice, or action, and
receiving feedback that it was correct, the reward from the release of dopamine
prompts the brain seek future opportunities to repeat the
action. -
If there is no risk, there is no reward. If there
is no challenge, such as adding single digit numbers by a student who has
achieved mastery in adding double-digit numbers, there is activation of the
dopamine-reward network. -
Individualized achievable challenge level is
one where a task, action, or choice is not so easy as to be essentially
automatic or 100% successful. -
The brain operates to conserve its resources unless
the energy cost is low or the expectation of reward is high. In the classroom,
that is the ideal level of instructional challenge for student
motivation. -
Students working toward clear, desirable goals
within their range of perceived achievable challenge, reach levels of engagement
much like the focus and perseverance we see when they play their video
games -
Gamers reportedly make errors 80% of the time, but
the most compelling games give hints, cues, and other feedback so players’
brains have enough expectation of dopamine reward to persevere. -
The player gains points or tokens for small
incremental progress and ultimately the powerful feedback of the success of
progressing to the next level. This is when players seek “harder
work”. -
However, individualized instruction, assignments,
and feedback, that allow students to consistently work at their individualized
achievable challenge levels, are time-consuming processes not possible for
teachers to consistently provide all students. -
Compared to an adult brain, a young brain needs
more frequent dopamine boosts to sustain effort, persevere through challenges
and setbacks, and build the trait of resilience. The brain’s prefrontal cortex,
with its executive functions
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- Projects | Filament
Gamestags: gamification games interactive simulations - Learning games that shine | Filament
Gamestags: gamification learninggames