The buzz about gamification in education has been in my Twittersphere for some time. I’m only recently beginning to examine the importance as it relates to differentiated instruction. How can I provide learning opportunities at different levels and reward students for achievement?
When we ask kids what work is, they would respond “school” and if asked what is play, they would respond “games”. Everyone loves a game. Why not? A game gives challenges with a lighthearted dance of successes and failures. Games consist of positive reinforcements and negative ones too. Kids truly need to get points for showing up. Don’t you think? Kids may not see the long-range goal, but can find motivation is shorter ones.
My computer technology courses have developed into a blended model of instruction whereby the content is presented online with tutorials and clear steps for completing tasks. These “webquests” as they were once called, allow the student to work steadily at his/her own pace. Over the years I’ve created more and more activities and sorted them into modules. Students are given start and end dates for completing the module assignments. The difficulty level of the activities are sorted from easy to hard. I’ve created so many activities that I’ve come to a point where we do not have time to complete them all. I also find some students take longer to complete the tasks than others.
A research project aimed at individualization in Technology Enhanced Learning analyzes personalized learning describing the way that learners work and solve the problems they are given while learning. It is noted that the use of the word personalization is often confused with individualization and differentiation. Personalization is learner-centered where the learner is driving their learning and actively participates in the design of their learning, while differentiation and individualization are teacher-centered where the teacher customizes instruction based on the needs of the individual learner.
Gamification is personalized because it gives students an opportunity to choose their learning experiences. Students are empowered to seek engaging activities which will help them find success. The learner has a voice and choice which means that the learner can decide which activities are more engaging for them and shape the course in collaboration with the teacher (Zajac, 2014).
Differentiation of instruction should coexist with the personalized experience. Along with multiple projects and activities, there should be a number of instructional modalities. For example, the instruction can be in the form of text on the screen and video tutorial. The personalized product can be generated on paper, in a slideshow or made into a real-time video. With the aid of technology, the four learning styles (visual, aural, verbal and logical) are addressed by different forms of learning content while kinesthetic, social and solitary are reflected in adequate activities (Zajac, 2014).
Gamification implications include individualization with project-based learning as well as collaboration. Group work in the gamified environment may include roles of leader, researcher, co-worker and player. The breakdown can allow for opportunity for the teacher to assign individual tasks to students based on strengths.
To make things confusing for myself, I kicked off an experimental unit of gamification last year with my unit on making games here called The Scratching Post — programming games in Scratch. (It is the first time I’ve attempted to build a quest using a Google document published as a webpage. Google needs to work on the formatting – I’m not fond of sharing documents “can view” as that looks horrible too). Enough of the visual critique. The most challenging component is the scoring. It is difficult to determine what success is. While students could elect their path for the final product, points are given based on the percent of elements used in their product. It is hard to determine what was acceptable for kids to skip and what is an essential skill I want them to gain. I attempted to implement levels. I didn’t think I made the most of those. Overall I think it was fun. The students enjoyed it, but I don’t think they paid any attention to the gamified elements. This may be because the content was making games, which is confusing. If it were built around learning about internet safety, there might have been more awareness of the gamification.
Platform – I am happy with my current delivery method. I create content in modules and time release them using the Edline website. I may explore third-party software as described above. Leaderboard may be displayed on the website or in the classroom using digital signage software. There is web-based software available for assisting with the creation of a gamified experience. These include Classcraft, 3DGameLab, Gradecraft, and TheVirtualLocker.
Goal – The unit of study is considered one module – Rules are outlined clearly with a tutorial on how to play the game.
Personalized– Modules contain multiple small quests with product options that practice a skill. It can be as simple as providing tool choices to produce the same outcome (example: video, paper, slideshow). These detailed quests are delivered at once, however, suggested due dates assist with time management.
Individualized – Each project option comes with multiple modes of learning. The goal is to provide at least text and videos/video tutorials for each learning objective. The instruction is delivered in the multiple modes as well.
Playful – the content needs to be playful. Rather than stamp “game” on a packet of worksheets, the content needs to be challenging and engaging in a playful manner. A story line can be added.
Collaboration – Students are encouraged to collaborate and team up to complete tasks or modules. Team play is equally engaging in games. This can motivate non-engaged students.
Modding – Students may choose to modify their experiences as needed to reach their goals.
Scoring – Point values are experience points and they vary based on level of difficulty in each module. If a particular skill is challenging for a student, he/she can elect two easier tasks with lower point values versus one more difficult task valued at higher point value. Each project option contains a point value as well as the components within each project. Badges may be awarded for completion of key tasks. For example, students may earn a collaboration badge for choosing to work with others.
Final/Unit Grade: The goal is to complete each module attempting to accumulate points. Within each module, there is a threshold expectation of points which translate to the “A” – students can reach above that point value in search of the “High Score” for each module or each unit.
High Score (to be debated) is posted and rewarded with an achievement award at year end. Semester or trimester format classes each have High Score, but there exists a Grand High Score.
There are several teachers already running with the movement. There are plenty of examples to learn from. My journey begins now.
INDIVIDUAL LEARNING PATH IN GAMIFIED ENVIRONMENT
Challenges for Research into Open & Distance Learning: Doing Things Better – Doing Better Things Proceedings of the European Distance and E-Learning Network 2014 Research Workshop Oxford, 27-28 October, 2014