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Attending my very first ISTE conference, opened the door to rethinking my classroom, and helping me to look into the research behind gamification. It was there that I first heard teachers talk about converting their classrooms into gaming platforms where students played by completing quests. Thinking about how much I loved playing video games, and understanding the research behind it, helped me to make the decision to try it out in my classroom.
The first and greatest hurdle that I had to overcome was trying to find a way to track, record, and reward my students as they worked their way through my "game". Initially this proved nearly impossible. Popular programs like Class Craft and Class Dojo, didn't have the sophistication and customization that I was looking for. Sites like the ones created by Alice Keeler allowed for lots of customization but required hours of work upfront. I was about ready to quit when I stumbled upon Michael Matera's website, Explore Like a Pirate. It was there that I found his amazingly complex, customization and sophisticated game tracking spreadsheet. He had put the hours and time into creating a place to house all your game information so that students could track their progress in the game. The end result is that I was able to create my own game, choose my goals, quests, and levels, but I didn't have to code any of the formulas in the spreadsheet; everything was already set up.
I am calling this school year, the 1.0 version of my gamified classroom. I continue to grow and develop ideas as I find more research, as well as fellow educators who are using this approach. Participating in weekly twitter chats about gamificaiton has lead me to learn more about how to improve my game and how to enhance my students experiences in the classroom. It is something that will continue to grow and change.
The first and greatest hurdle that I had to overcome was trying to find a way to track, record, and reward my students as they worked their way through my "game". Initially this proved nearly impossible. Popular programs like Class Craft and Class Dojo, didn't have the sophistication and customization that I was looking for. Sites like the ones created by Alice Keeler allowed for lots of customization but required hours of work upfront. I was about ready to quit when I stumbled upon Michael Matera's website, Explore Like a Pirate. It was there that I found his amazingly complex, customization and sophisticated game tracking spreadsheet. He had put the hours and time into creating a place to house all your game information so that students could track their progress in the game. The end result is that I was able to create my own game, choose my goals, quests, and levels, but I didn't have to code any of the formulas in the spreadsheet; everything was already set up.
I am calling this school year, the 1.0 version of my gamified classroom. I continue to grow and develop ideas as I find more research, as well as fellow educators who are using this approach. Participating in weekly twitter chats about gamificaiton has lead me to learn more about how to improve my game and how to enhance my students experiences in the classroom. It is something that will continue to grow and change.
Guide to This Website
How I gamified my classroom and some sample quests and lessons. How to set up a gamified classroom with links to helpful resources. Methods for assessing students and instructional methods. Reference materials that guided my progress on this learning journey. |
INSPIRED BY . . .
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Learning from these inspirational educators led to my own journey of discovery. I not only explored the overall process of turning my class into a game, but also the tools I need to make that happen. You can see my tools and other sources of inspiration on my Lessons and How-To's pages, and learn about how my students are assessed on the Assessment pages.