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Cross curricular gamified learning

November 28, 2011 in gamification, learning, lesson ideas, Resources in the classroom

Over the next 2 weeks I will be using a collaborative working plan based on the story of Santa being lost as part of my gamified learning in the classroom. I started the plan using Google Docs and posted a link to it on Twitter, within half an hour the plan had grown to 5 pages of cross curricular ideas and activities. You can acces the doc and add your own ideas to the plan here.

To begin the week I used the following presentation. The first slide takes time to work out but my class got there after a few questions and answers. One thing you must try to do is to take a step back, do not rush in with answers. Let the learners find the solution, give them time. Let them finish their ideas and accept every idea as part of the solution because even incorrect answers will help find the correct one. I decided to put ( ) around the 2 numbers and that did the trick, immediately a lot of voices told me the numbers must be coordinates. So off they went to find were the coordinates would lead to. They found Santa was on Henderson Island part of the Pitcairn Islands , located in the South Pacific Ocean. It’s very remote so Santa truly needed their help. The next slides let them think first about what items they would take from the list to help Santa survive. They had to discuss with each other why they would take certain items and I listened in to many interesting suggestions e.g. Santa really needs to take the chocolate because he can not only eat it, he can make a drink out of it so that’s two out of one! Many of the children automatically wanted to build rafts but after looking closely at their Google Map they thought it might be better to sit tight on the island until help arrived.

Searching formed a huge part of the challenge, children had to use search strings to find specific information that could help them decide what to do to help Santa. Wikipedia articles were quickly scanned for important information and shared with the groups. Each group went off on different though flows to begin with and even after collaborating with each other, many stayed on their original courses with just a little variation. One group is convinced that Santa can survive a journey by raft to Pitcairn Island so tomorrow my additional challenge to them is working out how long that journey might take.

Towards the end of the morning one group hit on a fantastic idea. They had been using the Google Map to decide if using a raft would be a good idea but then hit on staying on the island until help arrived. Why? I asked. One girl in the group called me over to demonstrate how she had used Google Maps photo layers to discover that there were quite a few photos taken of the island by visitors on boats! She quickly came to the conclusion that the islands were actually not as remote as first thought and used another search online to discover visitpitcairn. It was an exciting moment as it was one area of Google maps that I had not shown to the class but obviously one learner had. She quickly demonstrated her skill to others and very soon everyone was using the photos plugin of Google Maps to view the photos themselves.

Every day I use the gamified approach I am more convinced it is a wonderful method of inspiring children’s curiosity and develop their creative problem solving. With today’s emphasis on assessments for learning, testing for league tables, ‘playing the game’ to stay off Ofsted’s radar, gamifying your learning may be risky to some but it is certainly worth it.


#gamification day 2

November 22, 2011 in gamification, lesson ideas, thoughts

Upon the advice of Alex Moseley, I thought about my “subjects, topics and learning objectives in game terms, rather than simply applying a layer on top“. For today’s Numeracy lesson I built up a strong narrative around the learning objective. I created a fictitious character, The Dangerous Spy, who was making his escape using his clever understanding of time. I broke the gamelearning into 3 stages, each having to be solved and demonstrated before moving onto the next stage and finally capturing the spy. And there was going to be a lesson observation by my Head Teacher too :-)

Stage 1
Children had to demonstrate they could read the time using o clock, quarter past, half past and quarter to. This was used as my review lesson to gauge understanding of basic time concepts. For the class it was their first chase after the missing spy. With every moment that passed the spy would be getting further away so the discussions around the room centred immediately on who was able to complete the first mission accurately. These children then used their expertise to teach others and demonstrate how to read the analogue clocks. All but 3 children completed this stage and they insisted on ‘replaying the level’ with me on the carpet.

Stage 2
Children now had to demonstrate they could read time to 5 minutes and had the option of writing their answers in digital format. I used digital format as an extra skill point and to my surprise, every learner tried to achieve it. This was all done with no IWB or whiteboard demonstration from me. Children who could do this appointed themselves group experts and advised their team players how to do it. My role became one of facilitating learners who found the stage difficult and I returned to my ‘traditional’ teaching role at these times. Four children found this stage challenging but enjoyed it as they wanted to catch the spy.

Stage 3
No one managed to get to this stage today and it has been left until tomorrow which left a dew children on the edge of their seats as they desperately wanted to complete the stage and catch the spy. The stage involved the use of real life skills – children would have to use the national rail website to find a train that would leave Leicester and arrive in London before 2pm on Saturday 26th November. Only by providing the times of departure, arrival and the journey length would the players be able to have completed the stage and face the final End of Level Boss – a question to test their overall understanding of reading from a timetable.

Points to note
I found a couple of children who found this work difficult and they had sat back in their groups to let the rest get on with the problem solving. Gamifying lessons or a series of lessons is a fantastic approach to enlivening lesson content and learning but I need to ensure that every child has access to the learning and does not feel left behind. Telling the time is a difficult concept and many children require many lessons to succeed, I have explained to my class that they can return to this stage of the game at any point in the week or coming weeks. The content, as it is, can be reused and ‘played’ again.

Positives to consider
Continued cooperation throughout the gameplay learning stages.
Discussions between learners demonstrated high levels of understanding and use of language to instruct others.
Learners were open to learn from others and not just me.
Learners felt more comfortable expressing their desire to replay the stage when their learning wasn’t complete.

Final note
I am finding more and more that using this approach in class can not only benefit the learners but the teacher and your assistant (if you have one). My head teacher said the lesson was Good with outstanding points noting the ‘creative problem solving’ techniques the children used during the lesson and was impressed with their desire to learn. I am enjoying gamifying my lesson content more and more and I am now devising a block of learning that will involve a strong narrative, characters, sets, scenes – just like a game.

Gamification for learning in the classroom

November 20, 2011 in gamification, learning, lesson ideas

Earlier today this tweet was posted by @dughall 

An interesting 10 mins on gamifying education http://t.co/wWQ3imEs
@dughall
Dughall McCormick
and after watching the video, it got me thinking, why can’t I do that? Well, there’s nothing to stop me apart from the unknown, but that hasn’t stopped me before. I am going to use the techniques of gaming in my classroom teaching and learning.

What is gamification of learning?

In it’s basic form it is using the techniques behind gaming as a basis for classroom learning. Gaming involves problem solving, replaying parts of the game again and again until you get to the next level, finishing off an end of level adversary and can involve multiplayer opportunities where teams work together to solve the problems they face. As players progress through their games they collect power-ups, extra skills and always win points. A defeat encourages further gameplay until progress is made. Now imagine tying that into learning. Read more here.

How can it be connected to learning?

The gamification of a classroom requires a lot of thought and careful planning. It can’t be just used without some thought given over to the process of using gaming techniques as a method of learning. If you visualise your termly plan as a game to play through then that will give you a start. Each subject you teach during the term could be a mission that has to be completed by the learners (players) and at the end of each mission the gamers/learners have to defeat an end of level boss to demonstrate their learning or work with a team member to help them progress through to the next mission. That’s the general idea.

Over the next few weeks and then throughout the second school term I will be using these gaming techniques with my own class. Will it help to improve learning? Will it motivate my class, engage them? I’m willing to find out and I’m looking forward to the next few months ahead. I will post regular updates here on my blog and hope that it will help others to ascertain whether gamification of learning can be an effective form of engagement in your classroom.

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