#ISTELitChat Talks #Gamification w/@BeGeeky 3/29/15 8:30 PM EST
After attending EdCampSWCT this past March I was enamored by a session led by Matthew Dandola (@BeGeeky) sharing how he turned a tedious Wordly Wise vocabulary practice workbook into an intriguing story driven, role playing game that seems more Game of Thrones meets Dungeons & Dragons for his middle school students English Language Arts. After extensive research, Dandola chose Classcraft as a platform to create a world outside of his classroom where students craft the stories of their characters through weekly journaling and for bonus points adding Worldly Wise vocabulary for robust narratives about how characters are working together, and sometimes against each other, to earn powers win the game — or face consequences.
As described on Classcraft’s website, to play, each student must choose a character from three different character classes: the Healer, the Mage, or the Warrior. Each has unique properties and powers and is designed for different types of students. These are customizable as the game progresses and can be accompanied by pets. Classcraft is played in teams of five or six students for the duration of the year. This encourages students who might not normally socialize to work together to win the game. All team members benefit from cooperative efforts and learn to consider the needs of others before they take actions in the game. Powers and consequences are customized by the teacher. Participation in class activities is a must to survive.
Whether you are big into gamification or not, you need to join the next #ISTELitChat where we will talk all things #gamification. Learn more from Matthew Dandola’s and other #gamification tools for your classroom.
Questions for #ISTELitChat on #Gamification 3/29/15 8:30 PM EST:
Q1: Introduce yourself, where you are from, and your role in education.
Q2: What does #gamification mean to you?
Q3: What does #gamification look like in your classroom?
Q4: What #gamification applications or tools are you utilizing now to support learning in your content area and students interests in gaming?
Q5: What does one have to keep in mind when designing a game for content area learning?
Q6: How do you get all students to buy into the #gamification aspect of classroom learning?
Q7: What are ways that you envision using #gamification with your students?
Q8: What advice do you have for someone just starting out and interested in bringing #gamification into their class and content area?