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Gamification to
Increase Student
Engagement
Krista Leh Rundell
kristalehrundell@gmail.com
@klrundell
!
What’s Happening In Education?
Educating the Whole Child
§  Healthy
§  Safe
§  Engaged
§  Supported
§  Challenged Social
Emotional
Learning
(SEL)
What’s Happening In Education?
Pairs Pairs To Quads
Rotating Trios
RESPECT
RESPONSIBILITY
RELATIONSHIPS
The quality of students' relationships
with teachers have the most direct and
significant effect on students'
involvement in learning.
Full Value Contract
² Keep	
  ourselves	
  and	
  other	
  emotionally	
  	
  
and	
  physically	
  safe.	
  
	
  
² Act	
  and	
  speak	
  in	
  a	
  way	
  that	
  puts	
  others	
  	
  
up,	
  not	
  down.	
  
	
  
² Give	
  speci;ic,	
  honest,	
  thoughtful	
  feedback.	
  
	
  
² Know	
  when	
  to	
  let	
  something	
  go	
  and	
  	
  
move	
  on.	
  
Line up
Birthdate
Height
Hair Length
Time Woke Up
Meet and Greet
— What is your favorite game? Why?
— What does Engaged learning look
like, sound like, feel like?
— What are the games your students
play? Why do you think they play
them so often?
Pairs
Quads
Eights
IMO - 
one of the worst things to say to a child…
Today’s Statistics
§  1/2	
  billion	
  people	
  spend	
  1	
  hour/day	
  gaming	
  
§  People	
  world-­‐wide	
  spend	
  3	
  billion	
  hours	
  per	
  
week	
  gaming	
  
§  By	
  age	
  of	
  21,	
  the	
  typical	
  American	
  has	
  spent	
  
10,000	
  hours	
  playing	
  games	
  “parallel	
  
structure”	
  
§  Pro-­‐social	
  results	
  of	
  gaming	
  for	
  up	
  to	
  21	
  hours	
  
per	
  week	
  (MIT)	
  
Popular Games
Jane McGonigal
—  The Game That Can
Give You Ten Extra
Years of Life
(start at 2:15)
—  PhD – game developer
for Institute for the
Future
Technology is changing the way we
think, learn,  communicate
“Why	
  do	
  we	
  let	
  people	
  put	
  the	
  
best	
  of	
  themselves	
  into	
  a	
  
virtual	
  world?”	
  
-­‐	
  Jane	
  McGonigal	
  
Rapid Change in Eras
Gamification [n]:
the use of game
design elements in
non-game contexts
- The Gamification Infographic
What is a Game?
Defining
Trait
Purpose Importance
Voluntary
Participation
Choice 
Control
- Promotes safe, fun
environment with challenges
Goal Explains
outcome
- Provides Sense of Purpose
- Focuses Attention
Rules Places
limitations
- Unleashes Creativity
- Fosters Strategic Thinking
Feedback Discloses
proximity to goal
- Promises Achievability
- Encourages Motivation
- Jane McGonigal
DEBRIEFING – a key learning component
– Feedback
- Social Interactions
- What helped us succeed?
- What hindered our success?
- What do we need to do differently next time?
- Academics
- Where am I in terms of the goal?
- What do I need to do to move toward goal?
What is a Game? - Jane McGonigal
Tying It All Together…
– positive interdependence
– individual and group accountability
– promote interaction
– appropriate use of social skills
– group processing – participation
– goals
– rules
– feedback
3D Object
Jane McGonigal
—  Skills Students Are
Learning From Games
Appeal of Games:
1. Clear Goals  Objectives
2. Specific, Constructive Feedback
3. Failure is Low-Risk
4. Draw on Strength of Others
5. Incremental Learning 
Cascading Information Theory
Appeal of Games: In the Classroom:
Clear Goals  Objectives Give out rubrics before project
Specific, Constructive
Feedback
Detailed conferencing
Written feedback/rubric
notes
Failure is Low-Risk Second chance learning
Infinite play until mastery
Draw on Strength of Others Collaboration
Incremental Learning 
Cascading Information
Theory
Level “up” to unlock content
Discover pockets of info
Accumulate of points
Play to avoid losing gains
Cognitive Benefits: Whole Child Benefits:
Processing  Constructing of
Knowledge
Engagement
Connecting, Transferring, Sharing Info Motivation
Better Retention of Information Collaboration
Systems-Thinking Work Ethic  Pride
Attention to Detail Resiliency
Freedom to Experiment; Risk-taking Sociability
Failure as Growth Evolution of Self
Multiple Approaches Relationship Management
Problem-Solving Creativity
Negotiation
Transference to Education
Tying It All Together…
– positive interdependence
– individual and group accountability
– promote interaction
– appropriate use of social skills
– group processing – participation
– goals
– rules
– feedback
History of Gaming
Dice Games
Dice Games
#1
1 – 1st person Singular
2 – 2nd person Singular
3 – 3rd person Singular
4 - 1st person Plural
5 – 2nd person Plural
6 – 3rd person Plural
#2
1 – Comer
2 – Playar
3 – Estar
4 – Preguntar
5 – Creer
6 – Cambiar
Dice Games
- Each person has one die.
- Roundtable: Each person adds a sentence
using the # or term he/she rolled on the die.
- Topic for paragraph: Gaming
Clothespins
3 letter word = 1 point
4 letter word = 2 points
5 letter word = 3 points
6+ letter word = 4 points
TrainersWarehouse.com
Line Ups
Strongly
Disagree
Strongly
Agree
AgreeDisagree
Alphabet Games
•  Create a word
•  Identify part
of speech
•  Devise a
definition
•  Use it in a
sentence
Card Games
Analogies
Simula'ons:	
  
	
  analogies	
  for	
  
real-­‐world	
  
events	
  
Play-doh
Drawing Games
!
Transference to Education
PLAY
§ Can I join you?
§ Can I save it?
§ Can I show you how?
High Tech vs. Low Tech
www.education.mit.edu
The Education Arcade explores
games that promote learning
through authentic and engaging
play. TEA's research and
development projects focus both on
the learning that naturally occurs
in popular commercial games, and
on the design of games that more
vigorously address the educational
needs of players.
Work/Occupation Related Games
§  Med. Students: “ER: Code Red”
– As Dr, have to treat 35 cases
§  Doctors  Nurses: “Septris”
– Stanford: ID and manage outbreak
§  Global Issues: “Evoke”
– World Bank: solve social problems
§  Military: Skill training games
Lexica
Using Games in Education
§  Play a game to learn new content
§  Participate in simulations to test theories 
variables
§  Analyze points of view through characters’
actions
§  Document own learning through reflection
§  Research new content through creation of
another game
- Klopfer, Osterweil, Groff,  Haas
Remember…
§  Use inconsequential competition
§  Target essential academic content
§  Debrief game  Review difficulties
§  Allow for students to re-process
information and revise notes
- Robert Marzano
Jane McGonigal
— Massively
Multi-player
Thumbwrestling
!
References
§  Johnson, L., Adams, S., and Cummins, M. (2012).
The NMC Horizon Report: 2012 Higher Education Edition. Austin, Texas: The New Media
Consortium.
§  Klopfer, E., Osterweil, S., Groff, J.,  Haas, J. (2009). Using the Technology of Today, in
the Classroom of Today.
http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
§  Klopfer, E., Osterweil, S., Groff, J.,  Haas, J. (2009). Moving Learning Games Forward.
http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf
§  Marzano, R. (2010). Using Games to Enhance Student Achievement., Association for
Supervision and Curriculum Development, Volume 67 (5), pp. 71-72.
http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using-
Games-to-Enhance-Student-Achievement.aspx
§  McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the
World. New York: Penguin, 2011. Print.
§  Puentadura, R. (2009, August 3). Game and Learn: An Introduction to Educational
Gaming. http://hippasus.com/rrpweblog/archives/000039.html
§  The Gamification of Education infographic.
https://www.knewton.com/gamification-education/

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Gamification to Increase Student Engagement

  • 1. Gamification to Increase Student Engagement Krista Leh Rundell kristalehrundell@gmail.com @klrundell !
  • 2.
  • 3.
  • 5. Educating the Whole Child §  Healthy §  Safe §  Engaged §  Supported §  Challenged Social Emotional Learning (SEL)
  • 7. Pairs Pairs To Quads Rotating Trios
  • 8. RESPECT RESPONSIBILITY RELATIONSHIPS The quality of students' relationships with teachers have the most direct and significant effect on students' involvement in learning.
  • 9. Full Value Contract ² Keep  ourselves  and  other  emotionally     and  physically  safe.     ² Act  and  speak  in  a  way  that  puts  others     up,  not  down.     ² Give  speci;ic,  honest,  thoughtful  feedback.     ² Know  when  to  let  something  go  and     move  on.  
  • 11. Meet and Greet — What is your favorite game? Why? — What does Engaged learning look like, sound like, feel like? — What are the games your students play? Why do you think they play them so often? Pairs Quads Eights
  • 12. IMO - one of the worst things to say to a child…
  • 13. Today’s Statistics §  1/2  billion  people  spend  1  hour/day  gaming   §  People  world-­‐wide  spend  3  billion  hours  per   week  gaming   §  By  age  of  21,  the  typical  American  has  spent   10,000  hours  playing  games  “parallel   structure”   §  Pro-­‐social  results  of  gaming  for  up  to  21  hours   per  week  (MIT)  
  • 15. Jane McGonigal —  The Game That Can Give You Ten Extra Years of Life (start at 2:15) —  PhD – game developer for Institute for the Future
  • 16. Technology is changing the way we think, learn, communicate “Why  do  we  let  people  put  the   best  of  themselves  into  a   virtual  world?”   -­‐  Jane  McGonigal  
  • 18. Gamification [n]: the use of game design elements in non-game contexts - The Gamification Infographic
  • 19. What is a Game? Defining Trait Purpose Importance Voluntary Participation Choice Control - Promotes safe, fun environment with challenges Goal Explains outcome - Provides Sense of Purpose - Focuses Attention Rules Places limitations - Unleashes Creativity - Fosters Strategic Thinking Feedback Discloses proximity to goal - Promises Achievability - Encourages Motivation - Jane McGonigal
  • 20.
  • 21. DEBRIEFING – a key learning component – Feedback - Social Interactions - What helped us succeed? - What hindered our success? - What do we need to do differently next time? - Academics - Where am I in terms of the goal? - What do I need to do to move toward goal?
  • 22. What is a Game? - Jane McGonigal
  • 23. Tying It All Together… – positive interdependence – individual and group accountability – promote interaction – appropriate use of social skills – group processing – participation – goals – rules – feedback
  • 25. Jane McGonigal —  Skills Students Are Learning From Games
  • 26. Appeal of Games: 1. Clear Goals Objectives 2. Specific, Constructive Feedback 3. Failure is Low-Risk 4. Draw on Strength of Others 5. Incremental Learning Cascading Information Theory
  • 27. Appeal of Games: In the Classroom: Clear Goals Objectives Give out rubrics before project Specific, Constructive Feedback Detailed conferencing Written feedback/rubric notes Failure is Low-Risk Second chance learning Infinite play until mastery Draw on Strength of Others Collaboration Incremental Learning Cascading Information Theory Level “up” to unlock content Discover pockets of info Accumulate of points Play to avoid losing gains
  • 28. Cognitive Benefits: Whole Child Benefits: Processing Constructing of Knowledge Engagement Connecting, Transferring, Sharing Info Motivation Better Retention of Information Collaboration Systems-Thinking Work Ethic Pride Attention to Detail Resiliency Freedom to Experiment; Risk-taking Sociability Failure as Growth Evolution of Self Multiple Approaches Relationship Management Problem-Solving Creativity Negotiation
  • 29.
  • 30.
  • 32. Tying It All Together… – positive interdependence – individual and group accountability – promote interaction – appropriate use of social skills – group processing – participation – goals – rules – feedback
  • 35.
  • 36. Dice Games #1 1 – 1st person Singular 2 – 2nd person Singular 3 – 3rd person Singular 4 - 1st person Plural 5 – 2nd person Plural 6 – 3rd person Plural #2 1 – Comer 2 – Playar 3 – Estar 4 – Preguntar 5 – Creer 6 – Cambiar
  • 37. Dice Games - Each person has one die. - Roundtable: Each person adds a sentence using the # or term he/she rolled on the die. - Topic for paragraph: Gaming
  • 39. 3 letter word = 1 point 4 letter word = 2 points 5 letter word = 3 points 6+ letter word = 4 points
  • 41.
  • 43. Alphabet Games •  Create a word •  Identify part of speech •  Devise a definition •  Use it in a sentence
  • 45. Analogies Simula'ons:    analogies  for   real-­‐world   events  
  • 48. !
  • 49.
  • 51. PLAY § Can I join you? § Can I save it? § Can I show you how?
  • 52. High Tech vs. Low Tech www.education.mit.edu The Education Arcade explores games that promote learning through authentic and engaging play. TEA's research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players.
  • 53. Work/Occupation Related Games §  Med. Students: “ER: Code Red” – As Dr, have to treat 35 cases §  Doctors Nurses: “Septris” – Stanford: ID and manage outbreak §  Global Issues: “Evoke” – World Bank: solve social problems §  Military: Skill training games
  • 55. Using Games in Education §  Play a game to learn new content §  Participate in simulations to test theories variables §  Analyze points of view through characters’ actions §  Document own learning through reflection §  Research new content through creation of another game - Klopfer, Osterweil, Groff, Haas
  • 56. Remember… §  Use inconsequential competition §  Target essential academic content §  Debrief game Review difficulties §  Allow for students to re-process information and revise notes - Robert Marzano
  • 58. !
  • 59. References §  Johnson, L., Adams, S., and Cummins, M. (2012). The NMC Horizon Report: 2012 Higher Education Edition. Austin, Texas: The New Media Consortium. §  Klopfer, E., Osterweil, S., Groff, J., Haas, J. (2009). Using the Technology of Today, in the Classroom of Today. http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf §  Klopfer, E., Osterweil, S., Groff, J., Haas, J. (2009). Moving Learning Games Forward. http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf §  Marzano, R. (2010). Using Games to Enhance Student Achievement., Association for Supervision and Curriculum Development, Volume 67 (5), pp. 71-72. http://www.ascd.org/publications/educational-leadership/feb10/vol67/num05/Using- Games-to-Enhance-Student-Achievement.aspx §  McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin, 2011. Print. §  Puentadura, R. (2009, August 3). Game and Learn: An Introduction to Educational Gaming. http://hippasus.com/rrpweblog/archives/000039.html §  The Gamification of Education infographic. https://www.knewton.com/gamification-education/