Gameplay Learning – gamification of learning begins

November 21, 2011 in gamification, learning, thoughts

I began using the techniques of gameplay as a learning style with my class today and it was a frantic, fast paced, period of learning. The buzz in the classroom was quite noticeable with another teaching assistant remarking at break how engaged the class were yet it was not all positive and that is to be expected with such a new approach.

Throughout these posts I will refer to gamification as gameplay learning (GPL) as that is the name my class have decided to call it.

I began the morning with a discussion about playing games. We created a list of gameplaying techniques that gamers use when playing games. I then got the class to help me create a learning in the classroom list that compared with the gameplay list. The similarities had the class in slight disbelief that gameplaying is tied to learning but they soon made the connections. At this point I played my introduction video (watch here) and they were literally sitting on the edge awaiting the rules of GPL. These rules are a first draft and will change.

To start I set the class one challenge in Numeracy – Can you tell the time to the minute using hands on a clock? This is taken from the UK National Curriculum objectives for Maths at Year 4 (age 8-9) and is an end of year target that children at this age have to achieve. No harm setting the first challenge very high I thought. The children got straight to the task immediately, focusing on the ‘expert game players’ for their lead. Any child could come to me for help, advice and explanations throughout the GPL challenge yet only a couple did so. What I saw amazed me, children who normally would not work together were engaged in the activity and helping each other with no issues at all. Every child was focused, every child was trying, every child was ‘playing the learning game’. Throughout the challenge a group would ask me for the End of Game Boss level so they could prove their understanding. This was an essential part of the learning as I needed to know that each child in the group could solve the problem and show how they did it. To start with, only a few children in each group could show me confidently but by the end of the session every child in my class bar 2 could show a full understanding of the given challenge.

I was literally gobsmacked – it made me question my teaching style and whether I needed to improve. I loved it! Here were the learners in my class cooperating in teams to solve a given problem but at the same time demonstrate that each group player could do so independently. It wasn’t all a complete success  as there were some learners who found the approach confusing and/or the work difficult. I soon returned to a more traditional teacher led approach with a small group of learners which quickly reduced in size to two children by the end of the session.

Tomorrow I have a lesson observation by my head teacher, I have described this approach to her and she is looking forward to it with an open mind. I have received a number of comments on Twitter and this blog which are helping me to clarify my thinking and develop my use of GPL throughout this week. I leave you with a few thoughts from my Game Playing Learners.

 

Until tomorrow gamers.

 

 

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.

FaceTime in the classroom

November 19, 2011 in learning, Resources in the classroom, tools

Imagine the scene – a group of students in your class are researching a problem that they have devised and to help them with their learning, you have on your iPhone a group of contacts they could call using FaceTime. Face to face learning with experts in their field, with their peers in another class someplace else in the world, with another educator that could enlighten them further. It is the one app on my iPhone that I do not utilise as much as I could and this idea, using Facetime for collaborative learning, is one which I want to explore over the next few months. My aim is to collect together a group of educators, experts in various subject areas, that would not only be interested in this but mainly participate in FaceTime conversations with students.

If you are interested please get in contact with me through Twitter or using my email k…@g…l.com or complete the form below.

BYOD – It makes a lot of common sense

October 30, 2011 in Resources in the classroom, tools

Bring Your Own Device

Bring Your Own Device

 

Imagine a classroom with a wide array of laptops, mobile devices and handheld games consoles all at the fingertips of the learners to use during class time. What would be your immediate reaction to this scene? Honestly?

There has been quite a bit of discussion about this very idea among not just educators but those in industry too and there are those who champion it and those that vehemently oppose it. Yet the concept of ‘Bring Your Own Device’ (BYOD) really isn’t all that new. For as long as there have been tools that could be used in the classroom for learning, learners have attempted to bring their own similar and at times comparatively better tools with them only to see them at first being confiscated, then banned, then allowed with parental consent and finally accepted as the norm.  From pens to rulers, pencil cases to calculators schools have taken objection to students bringing their own tools into classrooms usually due to poorly conceived arguments – who will be responsible? (the students will if the school has parents sign a letter of responsibility) some children have, some don’t? (look at ways to provide those that don’t, think can not can’t) theft? (that will always happen, look at ways to safeguard against it). With time and commonsense schools have ‘relented’ allowing learners to bring their own tools into classroom but now learners are faced with a new, more technologically advanced challenge. At home many of them use laptops, netbooks and netbooks for their learning. These devices, in many circumstances, are more up to date and more powerful than the clunky, slow, under performing devices in their schools yet when the learners are at school the same devices are left at home. Schools cannot update their ever ageing equipment as fast as they would like due to cost and rapidly disappearing budgets yet they could have the potential of accessing more advanced tools if they would see some common sense and the vision to make it happen.

What do you think? Do you consider BYOD a way forward for schools?

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