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Gamifying Assessment

Published on Nov 05, 2015

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PRESENTATION OUTLINE

YOU CAN DISCOVER MORE ABOUT A PERSON IN AN HOUR OF PLAY THAN IN A YEAR OF CONVERSATION.

Photo by Len Radin

Gamifying Assessment

Finding Our Way IV
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Just who is this Simon character, anyway?

Let's Play Simon Says

How did the game engage you?

How much was this game like the classroom?

Why have you come?

What are you hoping to find out?

What would you like to be able to do?
Photo by eldeeem

Outcome

  • Spark ideas for clearer and more engaging assessment through game elements and game thinking
If this fits in with what you're looking for, welcome.

If it doesn't, I won't feel bad if you leave.

Well, not too bad.

Enduring Understanding:

  • Game design thinking can keep learners learning

Essential Question:

  • How can gamification lead to more learning?
I had words like success and achievement in here.

Let's try to keep it real. Learning is what we're after.

Ryan LeBlanc

I grew up in Saskatoon but completed my university studies and began my career in Vancouver. BA BEd MA

I taught for 11 years in BC with the same independent school, serving as English Department Head.

In 2013, my family and I moved to Saskatoon, where I began with E.D. Feehan Catholic High School. I am the Christian Ethics Department Head and the English Language Arts Extension teacher.

PBL   AFL   OBA  IBL

MY BAGGAGE:
What I have to say is not bounded by discipline, teaching method or even grade level, but I speak from a perspective which includes the following:

Project Based Learning
Outcomes Based Assessment
Inquiry Learning
Assessment for Learning
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in this episode...

  • What is gamification and how is it done?
  • Why might teachers gamify their assessment?
  • How can we start?
Photo by Dr Joolz

GAMIFICATION?

WHAT IS 
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The use of game elements and game design techniques in non-game contexts.

Photo by Samuel Mann

Marketing

Consumer Engagement

worker reward system

GAMIFICATION HAPPEN?

HOW DOES

1. Define business objectives

As teachers, we have outcomes defined for us by Ministry curriculum documents
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2. Delineate target behaviours

Within our outcomes, we identify specific indicators which will represent achievement of the outcomes.
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3. Describe your player

Awareness of the actual students in our classrooms informs differentiated instruction to meet the needs of all learners.
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4. Devise loops of activity

We plan lessons of instruction in which we instruct, engage with, assign and assess students.

5. Don't forget the fun!

Do we teach for fun?
Do we have fun teaching?
What part of ourselves do we bring to the classroom?
The fun part?
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6. Deploy the appropriate tools

We prepare, arrange and distribute resources to initiate learning behaviours.

GAMIFY ASSESSMENT?

WHY MIGHT WE

SO WHY WOULD WE GAMIFY EDUCATION?

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SO WHY WOULD WE GAMIFY EDUCATION?

  • keep students entertained?
Photo by weesen

SO WHY WOULD WE GAMIFY EDUCATION?

  • keep students entertained?
  • cajole them into working?
Photo by weesen

SO WHY WOULD WE GAMIFY EDUCATION?

  • keep students entertained?
  • cajole them into working?
  • support weak students?
Photo by weesen

SO WHY WOULD WE GAMIFY EDUCATION?

  • keep students entertained?
  • cajole them into working?
  • support weak students?
  • challenge strong students?
Photo by weesen

SO WHY WOULD WE GAMIFY EDUCATION?

  • keep students entertained?
  • cajole them into working?
  • support weak students?
  • challenge strong students?
  • work harder for no purpose?
Photo by weesen

The supreme accomplishment is to blur the line between work and play.

ARNOLD J. TOYNBEE

Games are designed to be played.

Whether they are serious, virtual, paper, business, frivilous, or whatever, games are heavily invested in time, expertise and development to the end that the player keeps playing. The techniques of gamification are effective because they engage and activate behaviours. Just as engaged, active players keep playing...
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Engaged, active learners keep learning

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Teacher thinks like game designer

True Gamification:

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How do we start

GAMIFYING ASSESSMENT?

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Here's a story.

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tech?

While I see gamification as open to emerging technology, I don't think it's necessary.
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coursera.com

gamification starts november 2015
Much of what I learned about gamification is rooted in a free online course available through coursera.com taught by Kevin Werbach of the University of Pennsylvania.

Professor Werbach has also authored a book about gamification called For The Win.

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Big Picture



Small Steps

What is the big picture?

(dynamics)
Dynamics are the big picture, sometimes called the grammer of the game.

Establishing the dynamics in game design means making decisions about the nature and purpose of the game that will define all your decisions afterwards about which elements you will use and how.

If you cobble together different game mechanics and components, without clear and purposeful decisions about dynamics, you're going to get a disjointed, confusing and ultimately ineffective game experience.

Mario has one narrative: Princess Peach has been kidnapped and he, the humble plumber, must rescue her from the fearsome Bowser. The narrative dynamic opens into the emotive dynamic of heroism.

Monopoly - money is limited resource

Constraints
Emotions
Narrative
Progression
Relationships
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(mechanics)

Mechanics refer to the sizeable identifying chunks of the game which the player must interact with.

They could be called the verbs of the game.

Mario has to complete a series of challenges, or levels, in order to progress through the narrative.

After each level, he does a little dance and the next step of the pathway opens up for him.

Monopoly - acquire property

challenges,
chance,
competition,
cooperation,
feedback,
resource acquisition,
rewards,
transactions,
turns,
win states
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What are some small steps?

(components)
Components are the smallest viable and identifiable elements of games.

Some might be simple and basic, and some might be very tailored and specific to the game context, but they will always serve the mechanics to sustain the dynamics of the game.

They will send a message about the type of experience the game is, whether they are well-considered or not.

In Mario, as a player moves through levels successfully, gold coins appear for Mario to collect.

The number of gold coins does not determine whether the level is completed or not, but rather, accumulating gold coins is an indicator of the proficiency with which a player beat a level.

If you had the time and luxury of finding and collecting every coin, you have evidence of how skillfully you overcame the challenge.

Monopoly - each player represented by different avatar

achievements, avatars, badges, boss fight, collections, combat, content unlocking, gifting, leaderboards, levels, points, quests, social graph, teams, virtual goals

THINK LIKE A GAME DESIGNER

To think like a game designer means to embrace two goals above all: Get players playing and keep them playing.

Humans are intrinsically motivated by three main things:

Mastery
- problem solving
- making progress
- useful feedback

Autonomy
- player-centred
- customized
- ability to experiment

Purpose
- goals (narrative)
- meaning
- social interaction

Tap into these motivations, and you can very effectively get learners learning and keep them learning.
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Identify the game-making elements

Streak chart
Hearts
Win/Loss grading

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What do you see as an educator?

- chunking content
- instant feedback
- no numbers
- progress meter

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Here we see what was an innovative idea at the time, which was so successful that now we take it for granted.

A simple matching game like Candy Crush Saga offers a few advantages - you can make near infinite levels in the basic gameplay by slightly altering one variable in the algorithm.

But here's the problem - you're not actually changing the game that much, so playing the same kind of game over and over again does not engage and retain players -you feel like you're stuck in a loop.

What Candy Crush Saga did was simply arrange the levels as stages on a journey through a graphic map interface. Now, the player is not looping through the SAME game, but moving down a path - looking down "where it bent in the undergrowth" beckoning the player to take just one more step, or to return to the game after a break to see 'what's new'.

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Here's a shot of Empires and Allies

Where are the game elements?

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What are the game dynamics of your course? Unit?

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SHOULD WE gamify education?

Is the question really:

Points

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Leaderboard

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Badge

Will it be well-designed?

If education is already a game
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make a game

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What is one game component you can add to your classroom?

Where else
can
it
go?

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Ryan LeBlanc