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.
I have been a huge fan of Google Forms for quite a few years. I have used it for everything from collecting survey data, to getting feedback on a course, to polling students during a class. For me, it has become a necessity in the way I teach my classes. A couple of years ago, I began giving my students short, specific assessments over the assigned readings each week. Students would read an assigned article or chapter, complete some questions pertaining to the reading through a Google Form, and I would give their response a score.
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.
I think a lot about gamification. Not because I consider myself an expert, or even particularly good at it. I am obsessed with this concept because I think it actually works. This morning as I drove to work, I was thinking about why a person would want to spend time and energy learning about, developing, implementing, and improving gamification techniques in the classroom. After some thought, and skimming a few blog posts later in the day, I think I know what attracts me to gamification:
This past year I decided to use some gamification strategies with one of my classes. I had been exposed to this idea through several articles and conference presentations, and I knew it was something that would help my teaching. After getting a handle on the course design and technical issues associated with gamification strategies, I started to see the benefits for me and my students.
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.
My reasons for wanting to use gamification strategies in my large Intro to Education course were obvious: student accountability, timely and continuous feedback, and better motivation to do otherwise rudimentary activities. I learned pretty quickly that implementing gamification strategies was more difficult than I initially thought. First, I had to figure out the instructional design aspects of gamification. How many points are different experiences worth? What do I count and what do I leave out? Second, I had to figure out how to keep track of all of this and communicate it back to the students. As I have written about before, I used Google Sheets to do this.
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.
I have been thinking about gamification a lot lately. I teach a really big class full of energetic undergraduates, and I want to make the class better. It is already pretty darn good, but there is always room for improvement. One way to do this is to add game elements to some of the more mundane aspects of the course.