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Gamification in Education:

Published on Nov 20, 2015

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PRESENTATION OUTLINE

Games in Education:

A Introduction and Guide to using Games for Learning
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Table of Contents

  • Introduction
  • Games in Education
  • Games
  • Curriculum Integration
  • Resources

1. Introduction

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My name is Kaila Thompson and I am entering my third year as an elementary librarian serves students from Pre-K to 5th grade. I have had the chance to include games for all grades levels enjoy.

I have noticed that games make such an impression on the students that they want to play every time they come into the library without even recognizing the fact that they are practicing their lessons.

Most often, I use games as an incentive for completed work by 3rd - 5th grade students, or as part of a lesson for primary grades.

I have found one of the best sources for educational games and applications is PBS Kids. I mainly use this site to supplement reading standards of learning for students in Kindergarten and 1st grade.

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However, I have desired to expand my understanding of how to use gaming as an instructional tool; therefore, I took a class to help me learn about the place of gaming in the classroom and, in my case, the school library.
In the process, I have created this guide to inspire other educators to see the potential that games can have to support their lessons and increase student learning.

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This guide is directed more to those who have begun using games at a small level and would like to improve their knowledge and application.

Therefore, even though I have used both digital and non-digital games with my students and can vouch for their enjoyment of both methods, for the sake of providing information on the medium that is still developing and expanding, I will focus on digital games that most educators are more likely to know.

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2. Games in Education

 
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Games have the potential to be the appetizer, the main course and dessert in a good lesson. I think games can be a major tool to lead and support instruction.
With the goals placed in proper perspective, creativity by the teachers AND students,and with administrative support, I believe games can hold an effective and permanent place in the classroom.

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Games can make any subject more “palatable” to students and make learning fun while making the learning process more novel. As a result, they can make the learning experience more permanent and meaningful.

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Jane McGonigal: Gaming can make a better world

Jane explains how gaming can help students see themselves as world changers

TEDxKids@Brussels - Gabe Zichermann - Gamification

Gabe tells about the benefits of gaming.

Non-digital games

How basic board games can be used in and benefit a class.

Brenda Brathwaite

Create Non-Digital Games to teach Difficult Topics

Extra Credits: Gamifying Education

“ we need to recontextualize grading … progress encourages progress”

Their method of "grading" gives students the chance to progress, learn and earn without fear of losing; therefore, they are less likely to lose heart and drive. The higher students achieve, the more learning a student was able to show, which, ultimately, equates to higher grades.

Furthermore, the ideas about giving bonus points to the class as individuals achieve promotes camaraderie and collaboration so that all can achieve.

Play is a powerful teacher.


When we have fun in a safe social setting, our brains are ready to learn and we are fully present in that learning moment. When you approach gamified instruction, discover how you can use game mechanics and choice to have fun together.


Friendly opt-in contests can give kids the option to compete directly with each other. If you design levels with flexible requirements, students can develop really fun ways of working together to show their understanding.

Games are inherently assessments.
Perhaps what is most unique about digital games—as opposed to any other learning innovation—is the combination of motivation, engagement, adaptivity, simulation, collaboration, and data collection that can’t be achieved at scale any other way.
A Literature Review of Gaming in Education by

Katie Larsen et al June 2012

From
A Literature Review of Gaming in Education by
Katie Larsen et al June 2012

http://researchnetwork.pearson.com/wp-content/uploads/lit_review_of_gaming_...

“I have found the motivated students do well in class with or without a game. Average students achieve a bit higher, but the beauty of games is that [they] raise the bottom. Low achieving students start doing better when a game is involved.”

SOFTWARE & INFORMATION INDUSTRY ASSOCIATION (SIIA) EDUCATION DIVISION
Best Practices for Using Games and Simulation in the Classroom Guidelines for K–12 Educators JANUARY 2009

http://zulama.com/wp-content/uploads/2013/08/SIIA_games_final.pdf

“The way students play and learn today is the way they will work tomorrow.”

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“The way students play and learn today is the way they will work tomorrow.”

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3. Games

 
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Best Practices to
Finding Games
To begin your quest into gamifying instruction, a good place to begin is Common Sense Media’s Learning Ratings page.
This site offers reviews and ratings on all forms of media, including educational games. You can limit your search by filters like age, platforms, subjects, desired skills, learning rating, and more.

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Game 1: Mission US

URL - http://www.mission-us.org/

Cost - Free

Type of Game -
Role-Playing Game (RPG)

Skills -
Student must make the choices that will keep them on the side of the Patriots or the Crown. Students collect items they may use later, complete assignments, meet historical characters and, potentially, make moves that can change a nation.

Game 1: Mission US - Mission 1 For Crown or Colony

Cost - Free

Type of Game -
Role-Playing Game (RPG)

Skills -
Student must make the choices that will keep them on the side of the Patriots or the Crown. Students collect items they may use later, complete assignments, meet historical characters and, potentially, make moves that can change a nation.

Game 1: Mission US - Mission 1 For Crown or Colony

Summary - Students must decide what will 14 year old, apprentice Nat Wheeler do when fighting begins in Boston.

Cautions - There are some cautions for playing these missions, because it deals with slavery, indentured servants, rioting and death.

URL - http://www.mission-us.org/

Cost - Free

Type of Game -
Role-Playing Game (RPG)

Skills -
Student must make the choices that will keep them on the side of the Patriots or the Crown. Students collect items they may use later, complete assignments, meet historical characters and, potentially, make moves that can change a nation.

Each mission comes with an educator's guide that list several activities and resources.
I believe Mission 1 would be a good way to start discussions about the Declaration of Independence, the Bill of Rights and the Founding Fathers.

Webonauts Academy

from PBS Kids

Cost: Free
Type: Adventure Game
Skills: Through playing this basic "point and click" game, students learn proper Netiquette.

Summary - This is a good game to introduce elementary students to web safety‚ information literacy and digital citizenship.
Cautions - There are no content cautions, but English language learners and students with reading disabilities may need assistance completing the program.

Activity Ideas
This can be used as an introduction to proper ways to use and interact on the internet. It can also be a requirement to using school technology and/or in conjunction with the acceptable use agreements.

Word Girl Power Words

Cost - Free
Skills - This game develops a students reading comprehension and word defining skills.

Summary - The students must use their knowledge of definitions, synonyms and reading comprehension skills like using context clues and word spelling to identify which of four words will help Word Girl prevent an arising problem.

Cautions - There are no content cautions, but these words are more suitable for upper elementary students. English language learners and students with learning disabilities may need assistance.

Activity Ideas
This can be used as dictionary/thesaurus/reference skills activity. Students or teams can observe the scenario, then use the reference book to find which word will be best to solve the problem. They have to find and prove they have the right answer by sharing the definition, then select the word in the game to check their answer.
Additionally, students can practice writing and show how they can apply any of the given words to a new situation. This game can also be used to review parts of speech and spelling.

4. Curriculum Integration

 
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Lesson 1
Orpheus the Lyrical Figurative Language Review Game

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This mini-unit is geared to VA English SOL 5.4 (5.4 The student will expand vocabulary when reading) Identify an author’s use of figurative language.)
but can apply to different grade levels since there are two difficulty levels, K-8 and High school.

Length of Time - This game may be used over two classes or until the concepts are exhibited through completion of the game (and score).

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Description - This platform game is available as a free Apple app and PC game.
The game is in the same form as early platform games; it is available as a free Apple app or can be played on the computer.

Orpheus is on a quest to rescue his wife from the Underworld. He has the power of song to fight against the snakes, bats and skeletons he will meet along the way.
If he is bitten or falls in the lake, then he can be revived by deciding which of five options applies to a given example. The options are between four forms of figurative language (simile, metaphor, personification, hyperbole) or of none of the above.

Activity Description


The game will be used for independent practice/initial assessment and for the final score sheet will be printed off as the final assessment credit.

Instructions for Game Use


Relate the use of figurative language to that which can be found in Elvis and the Underdogs, which is one of the 2015-16 Elementary Virginia Reader’s Choice Selections.

The author, Jenny Lee, uses similes and metaphors, in her two books and the game can expand understanding for students to be able to achieve the standard of learning for identifying an author’s use of figurative language.

Instructions Continued...
Because there are hundred different examples, there are explanatory videos about figurative language and written examples for each kind, I can see how the site can be used by itself for instruction both with and without the game.
The explanations found in the “Learn About Figurative Language” link uses vocabulary that is more suitable to older students (probably 7th/8th or above), but the content itself can be edited for younger students to understand.

Assessment

Students can print their results from the game to show what they learned. I would have the students play to reach a certain score.

What skills outside of the learning goals/standards are the students gaining through the game?
The students gain a better understanding of how to interpret what authors write, even when they say things in a way that is different from what they expect. Figurative language can often still be a confusing factor that may inhibit the reading comprehension skills of those who are unfamiliar with it.

Do you anticipate any challenges or obstacles? Please explain.

I don’t anticipate any real obstacles, only the ability to check out the laptop cart or share enough for each student to have their own. The real challenge would be to get the IT guys to download the app to the iPads.

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Lesson 2
Snatchabook
Snatch-a-rhyme

This non-digital game will be used in one lesson that is focused on rhyming. This is focused on VA English SOL K.4 and 1.6.
K.4 The student will identify, say, segment, and blend various units of speech sounds. b) Identify and produce words that rhyme.

1.6 The student will apply phonetic principles to read and spell.







Game Description


Students will use their word recognition skills to identify the card that rhymes/matches a given word. The first student to “snatch” the card gets the point.

Activity Description

Students will use their word recognition skills to identify the card that rhymes/matches a given word. The first student to “snatch” the card gets the point.

Photo by Kathy Cassidy

Activity Description

This non-digital card game can be both student led (1st) or teacher led (Kindergarten). The cards will be created using words that fit the grade level, for instance, single syllable words will be used for Kindergarten students and the number of cards/different rhymes will vary.

Description continued

The snatch cards will be printed with a set group of rhymes. The cards are laid out before the group so all have the chance to see.

The teacher/ caller will pull from the “read” word pile and the other students will search the selections to grab up the match. The student will explain how they know that it is the correct match and will be confirmed by the class/teacher, before the points are given.

Materials

Printer, laminator, scissors

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What skills outside of the learning goals/standards are the students gaining through the game?

- Word and letter recognition skills

- Develop communication skills

- Develop understanding of phonetics

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Do you anticipate any challenges or obstacles?

I do not anticipate any challenges.

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Bringing Gaming Into the Library

As a resource teacher, students often ask "Is this going to be for a grade?" Some students are concerned about the grade and some really want to know if doing the work is worth their time and energy.
Despite the fact that I plan helpful lessons that are designed for each grade and in support of regular class instruction, this question has caused me to desire a better way for students to receive their assignments and increase their desire to achieve.
Considering all that I have learned from this class, I believe using a points system, in conjunction with implementing more games for instruction, can help give the lessons and activities more "weight" with the all students.

Assessment Resources

How a Classroom Game Becomes an Embedded Assessment
by C. Ross Flatt
Mr. Flatt discussed using rubric with an informal assessment to measure student skills.

Mixing it Up with Mangahigh: Using Games to Differentiate Instruction

Kris Mueller uses the games and resources found in Mangahigh for both pre- and post-assessment tools along with student observation and teacher feedback.

5. Resources

Math Snacks-
Access to digital and non-digital games to teach lessons and activities geared to the middle grades

PBS Kids LabGames and activities that build math and reading skills. For kids ages 3 – 8.

Teaching Tips for Educational Media

Teaching Tips helps teachers integrate PBS KIDS games. Each module offers20-minute. In addition, the tips suggest games and ways to use them in teacher-led, whole-class activities, and for independent learning.

Learning Games for Kids

This site has variety of educational videos, lessons and games that are geared to increasing skills in math, language, science, social studies, and more.

APPitic

  • Apps Based on Themes like STEM
  • Preschool
  • SPED
  • Challenge Based Learning
  • Flipped Learning
  • Bloom's Taxonomy
  • Multiple Intelligences
  • ISTE's NETS
  • Teacher
  • Webinars

Answerables
This site helps teachers gamify lessons (1st - 12th) that they have created and monitor student progress.
It resembles a “powerful classroom environment” as much as it does a video game. It provides a set of digital tools and learning experiences that enables you to connect with your students -

Examples of uses for Answerables
Flipped Classroom
Create Learning Quests
Blended Learning
Differentiated Instruction

Khan Academy
can be used for teacher education and class instruction for grades K- 12+. Teachers can learn for themselves and use the benefit of others' knowledge to support instruction and student curiosity.
You can individualize instruction so that students can learn at their own pace, both inside and outside the classroom, through various instructional tools like practice exercises and instructional videos.

Gamification of Education

Infographic

Jane McGonigal addresses the idea of using games in education.
Connect the game technologies and the technology skill sets with local problems and social challenges to show games have a positive impact beyond classroom learning.


This TedEd lesson can be used for professional development.

Gamification in Education: What, How, Why Bother?
This article touches on some of the potential positives and negatives of gamification.


Gamification offers the promise of resilience in the face of failure, by reframing failure as a necessary part of learning. Gamification can shorten feedback cycles, give learners low-stakes ways to assess their own
capabilities, and create an environment in which effort, not mastery, is rewarded. Students, in turn, can learn to see failure as an opportunity, instead of becoming helpless, fearful or overwhelmed.

Gamification can motivate students to engage in the classroom, give teachers better tools to guide and reward students, and get students to bring their full selves to the pursuit of learning. ... the blurring of boundaries between informal and formal learning can inspire students to learn in lifewide, lifelong, and lifedeep ways.
Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother?

Academic Exchange Quarterly

, 15(2)

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Virginia Trekkers
This site provides links to educational resources including videos, podcasts and games that teach students about the regions of Virginia, Henrico County of Virginia on Henrico Trekkers or 20 other states (and growing) from the Eastern coastline across the country to the California on the USA Trekkers.

Elementary Virginia History/Social Studies SOLs
Kindergarten - K.2, K.3, K.5a, K.7a, K.9a
Second Grade - 2.5
Fourth Grade - 4.6b

Matific
This is a free resource for educators that gives access to lessons, worksheets, activities and games that may be connected to the curriculum and text you currently use.
The games can turn boring lessons into more interesting representations of math facts and processes. For instance, the game, Save the Ball, allows the student to use knowledge of addition and subtraction facts to move a glass ball from a given point on a conveyor belt (which resembles a number line) to the safety net several spaces ahead.
Students can be creative in their choices (all addition, some subtraction, quick or a more round-about route) to achieve the goal.

Share My Lesson

This site offers lessons, handouts and webinars for multiple topics including many non-digital games. However, this site has an affiliation with a digital game site called BrainRush.com that also has a library of lessons and games for all grade levels and subjects. Brain Rush games adjust to the student; plus, teachers can create their own games.