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Student Engagement Student Collaboration Accountability Increase Productivity Enrichment Opportunities Fun!

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Last year I created a list of quests that students could complete at any time. This year I'm just releasing a few course relevant quests as we go through the related material in class.

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This is the informational packet my 2015-2016 students received for our Classcraft set-up. This document includes all the Incentives and Consequences I'm currently using.

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This is a perfect time to offer course enrichment opportunities to your students. It's optional and separate from daily course work but it's a way to offer those experiences and activities you always wish you had time for. The gamification process is designed for students to seek out opportunities to earn points, so captilize on that desire with course related materials.

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Effective gamification needs to be embedded in the course. If the implementation or gamified elements are too sporadic, students will not buy in. Try adding an element of the game process to each class.

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Let students know exactly how they will and can earn points and be successful in the game. Explain your purpose: students will be rewarded for positive behaviors.

Also explain to your students that certain behaviors will be punished throughout the game. This could be through Health Points (completely separate from the positive points) or by deducting positive points. Think about the behaviors you do now want to continue and address them.

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It's 2015 and students always needs a reason for doing something besides just being asked to do it. Post a Leaderboard and keep track of statistics, like total points and character Levels. Students strive for recognition and a leaderboard with good statistical data is key.

Also include some rewards or powers that students can "purchase" or earn as they progress through the game. These should be a mixture of rewards in the game and rewards in the course. It's also a great idea to include collaborative rewards that encourage students to help their teammates.

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Even though students might have a team, it's good for students to have an individual identity and role in the game. Let them "be" a character. Create different roles or character types, each with its own pro's and con's. Having clear individual characters also promotes individual responsibility.

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Most sports have teams so why not a gamified classroom? Set your students up in small learning communities that they will have for the duration of the course. Promote working together and give your students a built in support system. I have found 5 students to be ideal.

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Anyone (teacher or admin) can use elements of gamification. It doesn't matter if you are using a gamification platform or if you are customizing your own elements, here are some keys to effective gamification:

Collaborative Teams Individual Roles Incentives Defined Consequences Regularity Enrichment Quests

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Welcome to my presentation Padlet. Feel free to add content, questions, thoughts and notes on this wall.

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Collaborative Teams
Incentives
Defined Consequences
The way you rise; the way you fall
Individual Roles
Adding individual accountability and success
Elements of Gamification
Collaborative Teams
Individual Roles
Incentives
Defined Consequences
Regularity
Enrichment Quests
A Gamified Classroom
Collaborative Teams
Individual Roles
Incentives
Defined Consequences
Regularity
Enrichment Quests
Crafting a Gamified Classroom
Emily Huff
Denver High School
Regularity
Not just an "Elf on the Shelf" type thing
AEA 267 Learning with Technology Conference
December 3, 2015
Enrichment Quests
Why?
The Accidental Beginning
Spring 2015
High School Spanish 3 students
Classcraft setup emails
13 weeks of school left
Assigned teams
Chaos ensues
Mutually beneficial learning communities
Individuals that help each other in the game and in the classroom
Working toward a common goal
Built in classroom partners
Teacher assigned teams pairing students together that normally wouldn't collborate; were able to see a long term benefit of working with others
Different types of roles with different types of powers or abilities (Goals)
Individual stats matter
Individuals earn individual rewards
Individuals are damaged by individual poor choices
Increased student accountability for personal actions that are not tied to grades (needing to charge computer, using their phone, arguing game rules, etc.)
Because the team may be affected by a student's poor choices, the team acts an extra back-up and promoter of positive behaviors.

Helping others study, sending reminders of due dates, lending a charger during lunch
What's in it for me?
Visible leaderboards marking individual achievement
Personal pride
Earn powers or priveldges
By earning points/doing well in the game, students unlock or earn special priviledges
Each role has unique rewards
May only benefit individual or may be collaborative power
May be game related rewards or course related rewards
Sample Powers
Warrior has 2 minutes to access notes during a test or quiz
All team members can hand in an assignment up to 3 days later (no penalty)
Any team members can work collaboratively on a test or quiz
During an exam, the healer can ask the if his/her answer to a question in correct
Warrior can take a modified assessment (must give 24 hours notice)
Student engagement up 300%
not a real statistic
Students who previously didn't care about course material suddenly cared about the course, which in turn extended to class material
I customized the powers so that I am comfortable with what they contain
"So, if you want to be most successful, you need to help your teammates because they might earn things that can help you too"
Collaborative powers really powerful
XP
Experience Points
Promote positive behaviors
Reward academic achievements
Activity victories or work completion
HP
Health Points
if you run out, you have a consequence
Address negative behaviors
Allows for multiple mis-steps before consequence
Can be "healed"; damage is temporary
Work completion and quality has improved tremendously

Game incentives to turn things in early; penalties in the game for turning things in late (in addition to grading penalities)
Collaborative Influences

Want to make sure teammates stay healthy; teammates send reminders, offer to tutor, remind others to watch their behavior

Competitive Influences

Self-policing and self-regulating

"Those are the rules" environment

Important that gamification elements are embedded in the course and reinforced daily
Sporadic implementation is not effective
Balance is key
Class opens with a Daily Event
Students look forward to knowing everyday there will be SOMETHING happening, whether it be a game reward, game punishment, challenge or just something silly

Course is still most important; limit game related activity to 5 minutes
The classtime you think you're missing by implementing gamified elements you actually get back through engagement, focus and student attentiveness
Gimme More
Providing optional course related enrichment activities
Only rewarded through game
"What can I do for more XP?"
My 3:00 AM Gamer
"I seriously learned more Spanish in the past 2 weeks than I have in the last 2 1/2 years"
Enrichment activities caused his course work to vastly improve; rise of 16% from 3rd Quarter to 4th Quarter
Reasons for Gamification
Student Engagement
Student Collaboration
Accountability
Increased Productivity
Enrichment Opportunities
Fun!
http://padlet.com/ehuff/267learntech

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Elements of Gamification Collaborative Teams Individual Roles

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Collaborative TeamsIncentivesDefined ConsequencesThe way you rise; the way you fallIndividual RolesAdding individual accountability and successElements of GamificationCollaborative TeamsIndividual RolesIncentivesDefined ConsequencesRegularityEnrichment QuestsA Gamified ClassroomCollaborative TeamsIndividual RolesIncentivesDefined ConsequencesRegularityEnrichment Quests Crafting a Gamified Classroom Emily HuffDenver High School RegularityNot just an "Elf on the Shelf" type thing AEA 267 Learning with Technology ConferenceDecember

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I have more information about how I implemented Classcraft on my Blog. Also read this amazing student testimonial

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Classcraft most importantly is a new and effective way to teach kids in an age that students are constantly plugged into technology with their cell phones laptops and videogames. Times are changing and education needs to change with it. We can't expect new and different generations to learn the same way kids did 50-100 years...

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I've used a website called Classcraft to gamify my Spanish 3 class. I began using it for free but in August 2015 many of the options I used became for subscription only. Currently I'm paying for the Premium service.

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Classcraft - Relationships are everything.

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A positive approach to behavior that inspires educators and motivates learners