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Showing posts with label Gamification. Show all posts
Showing posts with label Gamification. Show all posts

Friday, June 17, 2016

#XpLAP Chapter 2- Myths


Chapter 2 of Explore Like a Pirate talks about all the myths that surround gamification. Several books I've read lately have the excuses chapter. I think if you're reading this book you aren't using any of those excuses. However, I'm sure these are used for talking points if you are trying to get buy in from other teachers or administration. 
  • Myth 1- Games are just for play. 
    • Games are such powerful ways to learn and practice problem solving and critical thinking. 
    • I never thought of it this way but the book mentions that we model so much that when students have a turn to make something they are ready to just move on. 
  • Myth 2- If I give them a badge or points, my class will be gamified. 
  • Myth 3- If's easy for you. It won't work for me because I teach ___.
    • I've got to say this is the excuse I probably hear most often. I'm new to gamilification, but it is the go to excuse for using technology. So often I am told that the kids can't do that. But if you get out of their way you'll be amazed.
  • Myth 4- You need to be a gamer to gamify your class. 
    • If this is true them I'm up the creek without a paddle. I am not a gamer at all! I get frustrated easily. My students would laugh at me because I told them Angry Birds makes me angry. 
  • Myth 5- Students should want to learn; I shouldn't have to dress it up. 
    • Who doesn't want to have fun while learning? I can see how adding gaming elements to a lesson would make it more engaging, and isn't that what we're all after?
  • Myth 6- Gamification is just playing games.
    • This is going to be more than just pulling out the board games and playing them with you class. 
  • Myth 7- Girls don't game.
  • Myth 8- My classroom doesn't have enough technology to make this work. 
    • I can't even argue that point. I have been on a mission to get more and more technology for my students to use. I'm the technology integration mentor for my school and technology is my passion. I am excited to learn about some of the gaming aspects that are used for those who aren't comfortable with technology. That will help me sell it to others.
  • Myth 9- Games in the classroom are too much about competition. 
    • We have had contests in class before and I think a little competition is healthy. 
So now I'm ready to really get into the meat of this book! . 




Wednesday, June 8, 2016

Explore Like a Pirate- Chap 1 #ExploreLAP


I'm a day late getting this posted but I attended Project Lead the Way training this week. Today was my final day so I'm ready to share about chapter 1 from Explore Like a Pirate.

I've had this book for a bit but I haven't had the time to sit down and really dig in. So I pulled a few important ideas from chapter 1 to share with you.

If you are reading this post, you are probably interested in learning more about using games in your classroom. Michael Matera says that gaming allows you to have an "educational mashup." Don't think you have to jump right in. You can use a few gamification techniques to help students become more engaged. At the GAFE Summit last week, the keynote said he wants his students to have FOMO (fear of missing out). I see gamification creating FOMO in my classroom. Students will be captivated by using games in the classroom. 

The great thing about this is that there are many teachers out there who are willing to help you and share ideas. This isn't something you have to do alone. You could recruit some friends/co-workers to get on board with you. If you don't have anyone in your building who would be willing to do that, reach out on Twitter! You don't have to do this along. 

"We, through gamification and playful planning, will create leaders critical thinkers, and even legacy makers." - Michael Matera