In my world, there is a difference between work submitted on time and that which is submitted late. I tend to assign a lot of work in my classes, and I expect all of it to be submitted on time. Every time. In addition to my philosophical and professional reasons a student should submit work on time, I consider excuses – any excuse, really – to be lame.
This weekend I presented on gamification at the 2015 Teaching Professor Technology Conference in New Orleans. This is my second Magna conference, and it was fantastic. I met some wonderful people and learned some excellent strategies for using tech in my teaching. Below are my presentation materials.
This guest post is written by TeacherJ. She is a blogger and edtech enthusiast, and in this post she explores the similarities and differences between gamification and game-based learning. Watch out for her blog!
What is More Effective Gamification or Game-Based Learning?
The increase in ownership and usage of mobile devices by students led to a change in the way educators deliver their learning materials and handle their classes. Research from McGraw-Hill Education and Hanover revealed that smartphones and tablets usage in 2014 skyrocketed among college students, where more than 80% were said to be using mobile technology to study. The number has jumped by 40% in total since 2013.
This semester I created a project in which my students built and participated in a personal learning network (PLN). This is something I have done in the past several years, and I have learned a lot about particular digital tools, teaching strategies, and overall wisdom from other people in the same profession.
Of the many ways ITC has changed (and is changing) education, none seem more obvious than e-mail and learning management systems. It seems students these days expect ubiquitous, continuous access to course content and their teachers. How do I know this? Well, for one, I commonly get e-mails from students in the middle of the night. I am no longer surprised when I wake up in the morning to e-mails from students, most of them sent well past midnight. I do not think they expect an immediate response, but it reveals a student’s mindset when you see he has sent a message in the middle of the night the instant he had a question about an assignment or grade. Second, my students are quick to let me know if they cannot access a course document or cannot see their grade. If the gradebook in my LMS were a section of the Oregon Trail, it would look like this.
As a teacher, professor, or instructor at any level, one of the keys to survival is knowing how to continually learn and grow. Personal learning is one of the characteristics of teaching effectiveness. It is easy to get stuck in a rut in any profession, but teaching is especially vulnerable to this tendency because teachers are continually having to adapt to new students, new materials, new mandates, and new approaches to learning. It’s surprisingly easy to just find a comfortable middle ground and float along, usually at the students’ expense.
Turning something into a game does not necessarily mean people will suddenly like it. Atari learned this the hard way with their E.T. video game. It turns out that betting the farm on a mediocre video game based on a blockbuster movie is bad business.
The same is true with gamification, a term being thrown around a lot these days in education circles. The general idea behind gamification is that game mechanics can be used in non-game environments in order to get some of the same outcomes typically associated with games, such as engagement, problem-solving, cooperation, and motivation. Many teachers are applying the principles of game mechanics to course design in order to motivate their students in ways traditional instruction does not.
Last fall I taught a class on Digital Communication and Collaboration. We talked about, among other things, the power of creating a PLN (personal learning network). We read a book on this topic, shared a few articles, and had some interesting discussions. What we never really did was create or participate in a PLN in a meaningful or transformative way. This included me, who had always been a solitary and introspective kind of guy. I followed a few blogs and tweets, but I was not an active participant in any kind of PLN. This makes teaching the benefits of a PLN a really hard sell, to say the least. At the end of the semester, I was determined to change that.
I will start by stating the obvious: There is a HUGE difference between learning to use technology for yourself and using it effectively in the student learning process. Both applications of technology have specific skill sets, they inform each other, and they are both important. In the educational technology world, you might see this dichotomy through various lenses: digital media literacy, TPACK, SAMR, or some other framework you’re fond of presenting at conferences.
As a teacher, I am always making instructional decisions. More often than not, these decision manifest themselves as questions. What do I want the students to know, understand, or be able to do at the end of my lesson? Who will do most of the talking, me or the students? Where does this lesson fit in the big picture of the class? Will I use technology? Will the students use technology?