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| book1-toc [2024/05/30 22:35] – [Chapter 4.Enter: Gamification] becker | book1-toc [2024/11/01 17:51] (current) – [How to Bring Joy back to Learning By Making Your Classroom Gameful] becker | ||
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| <WRAP round center safety 50%> | <WRAP round center safety 50%> | ||
| - | Note that this book is a work in progress and things may be added (or deleted) as the book takes shape. | + | [[https:// |
| - | It should be available in the fall/winter of 2024. | ||
| </ | </ | ||
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| ===== Chapter 4. Enter: Gamification ===== | ===== Chapter 4. Enter: Gamification ===== | ||
| - | {{::gamification-01.png? | + | {{::fig_400.png? |
| Finally, we get to the heart of the matter. We start by introducing the term gamification, | Finally, we get to the heart of the matter. We start by introducing the term gamification, | ||
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| There are still a bunch of things you can do on a small scale – one at a time if you like, that will send your students the message that you care, and that you respect and support them as individuals. Along the way, there’s a good chance you will create converts among your colleagues, and maybe even an administrator or two. | There are still a bunch of things you can do on a small scale – one at a time if you like, that will send your students the message that you care, and that you respect and support them as individuals. Along the way, there’s a good chance you will create converts among your colleagues, and maybe even an administrator or two. | ||
| - | |||
| * Five Requirements of a Gameful Classroom | * Five Requirements of a Gameful Classroom | ||
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| * Academic Alignment | * Academic Alignment | ||
| * Beginning at the Beginning | * Beginning at the Beginning | ||
| - | | + | |
| - | * Grades as Currency | + | * Example 1 – Computer Science Class |
| - | * Examples | + | * Example 2 – English Class (High School) |
| - | * Example | + | * Example |
| - | * Example TWO – Basic English Syllabus | + | * I Hate Rubrics |
| - | * Example THREE – Study Skills Syllabus | + | * A Simple 5-Point Scale |
| + | * A Simple 10-Point Scale | ||
| + | * Elements and Strategies for Starting Small | ||
| + | * Providing Cues and Associations | ||
| + | * Questions | ||
| + | * Re-examining Options | ||
| + | * Simple Bonus | ||
| + | * Grades as Currency, Generally | ||
| + | * A Single Quest | ||
| + | * A Last Word on Starting Small | ||
| <WRAP clear /> | <WRAP clear /> | ||
| Line 160: | Line 168: | ||
| * Always Start at the End | * Always Start at the End | ||
| - | * Gamification is NOT PBL and Narratives | + | * Recap: |
| - | * Examples | + | * A Gamified Instructional Design Model |
| - | * Example ONE – A 1st Year Non-Major’s | + | * Needs Analysis |
| - | * Example TWO – A 1st Year Nursing Introduction | + | * Instructional Objectives |
| + | * Learning Path | ||
| + | * Mise-en-Scène | ||
| + | * Narrative | ||
| + | * Development of Instruction | ||
| + | * Instructional Strategies | ||
| + | * Quests | ||
| + | * Rewards | ||
| + | * The Original Course Design and Syllabus | ||
| + | * Basic Design | ||
| + | * Assessments and Evaluation | ||
| + | * Schedule | ||
| + | * Backstory | ||
| + | * The Redesign of a 1st Year Non-Major’s | ||
| + | * Iteration One | ||
| + | * Needs (Re)Analysis- Why Does This Course Exist? | ||
| + | * Instructional Objectives - How Will Learners be Different at the End? | ||
| + | * Original Course Critique | ||
| + | * Learning Path - How Do We Meet the Objectives? | ||
| + | * Mise-en-Scéne - What does the Overall Course Look Like? | ||
| + | * Meat and Potatoes - Instruction, | ||
| + | * Quests and Rewards | ||
| + | * The Final Product | ||
| + | * The Current State of a Whole Hog Gameful Design | ||
| + | * A Last Word on The Whole Hog | ||
| <WRAP clear /> | <WRAP clear /> | ||