Once we were n00bs - rookies - green. Level 1; we didn't know all that much...we needed a lot of practice just to execute the basics. We progressed from start area to start area, doing what we needed to to buff our skills and improve. We figured out how to get the job done by ourselves and as a team. We had to keep learning, over and over again sometimes. Falling back, figuring it out. Step by step the bosses fell, but rarely on the first pass...and they were little bosses. The big ones were coming. And when we encountered them, they were challenging. Many of us fell; we wiped a lot. But we learned from what didn't work and again, we improved. At long last, we learned enough to progress to the final boss and with skill, knowledge, teamwork, collaboration and hard work, we prevailed!
It's been a few weeks now since my first experiment in building a fully gamified classroom came to an end. Now that I've had an opportunity to consider the experience, both from my own perspective as a teacher but from the students' perspective (through interviews and discussions after the class ended), I have 10 take-aways that will help you as you consider gamifying your own classroom. Like any classroom experience, some things went quite well, others less so. These reflections come directly from these experiences. My philosophy of instruction is design-based...we're never going to learn anything about curriculum and instruction unless we're making research-based consideration of new approaches and learning how to "fail up." In this series of reflections, I will look at the following topics:
- Level 1: Formative Assessment
- Level 2: Student Self-Direction
- Level 3: Theorycrafting Knowledge Trees
- Level 4: Theorycrafting the Intregration of Knowledge and Skills
- Level 5: Achievements
- Level 6: Cognitive Load
- Level 7: Thoughts on How Students Value and Perceive "Learning"
- Level 8: Competition
- Level 9: Scope, Timing, Scale
- Level 10: Slaying the Boss
There's hardly anything about a gamified classroom that works the same way as a method or approach would work in a non-gamified classroom (constructivist or behaviorist). The single best reason to use a game-based planning model is in the area of formative assessment. We all know how important formative assessment is in understanding what one's students know and can do. We also know how difficult it can be to formatively assess. There is a long tradition in American education to focus our assessment efforts on end-of-unit or end-of-year summative assessments. Moreover, formative assessment is made harder the larger one's class is, the most complex the skill in question is and whether there are technology tools available to help the teacher conduct formative assessment. Formative assessment's purpose is to inform the teacher and the student on a class by class (or indeed minute by minute) basis as to their growth and performance. Very difficult to achieve.
Easier to achieve, though, in the gamified classroom. Easier to achieve not by happenstance or good luck but by design. There are three reasons why you should consider gamifiying your classroom if you're interested in formative assessment:
- The Nature of Levels and Leveling: Because the gamified classroom structures the ways in which students learn knowledge into clear and explicit levels, each of which builds on the other, it is incumbent upon the teacher and the student to measure student understanding much more regularly. There's no reason a student should move to level 2 until they have demonstrated command of level 1. In this regard, a gamified classroom works very similar to a game. Players make regular decisions based on the second-by-second feedback they get in game and they are required to demonstrate mastery of a particular piece of knowledge or skill before they're allowed to go to the next area.
- Student Accountability: Let's face it. One of the challenges in building formative assessment structures in classrooms is simply how hard it is to manage an effective system. In a gamified classroom, students are personally accountable for their progress through the course and the curriculum. They need you, but they don't need you every minute. They need your guidance when they need it, not when you want to give it and they need you accessible. Rather than being a distant figure, in a gamified classroom, you as the teacher assume a role closer to that of Yoda or Gandalf - the older and wiser guide. The more explicitly you place yourself in that role, in fact, the more apt students will be to cast themselves as Luke Skywalker or Frodo - in short, as the hero.
- Student Engagement: What makes gamers love gaming? The regular feedback I mentioned above. There's a real sense of achievement when you outrace your opponent and cross the finish line first or are the first person on your server in a big MMO to kill a big boss or accomplish an otherwise brutal task. The way that games give players feedback builds commitment on the part of the gamer to continue. The same is true in a gamified classroom. Students responded to the realization that they'd accomplished something when they completed a level, particularly a boss level.
In the next installment, I will look more closely at how the gamified classroom devleops student self-direction.