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LET’S

PLAY

GAMES

MAET Proudly Presents

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  1. Setting the scene
  2. Quick show and tells x 2UP
  3. Q & A

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Let’s set the scene

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Liz Owens Boltz

MAET Director

+ strength:

Empathy

- weakness

Videogames

+ strength:

- weakness:

Steph Saksa

MAET Overseas Student

+ strength:

Creativity

- weakness:

Taylor Swift

+ strength:

- weakness:

+ strength:

Design

- weakness:

Coffee

Jonathan Keck

Teacher/Direct. of EdTech

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EXPLORE.

CREATE.

SHARE.

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Source: https://gph.is/2cBwk7G

Let’s take a minute

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  • We are all co-learners. Let’s learn.
  • Chat it up throughout!
  • Q&A at the end if you’d like to turn your mic on for that.
  • We’re going to cover a lot. Reach out.

Engagement

Practices

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Gamification is a strategy intended to influence user behavior that involves applying elements of gaming (e.g. points, levels, quests, leaderboards, badges/awards) to non-game settings to promote engagement.

  • examples: marketing, letter grades,, fitness apps, social media

Gameful design draws upon the satisfying properties of games (like agency, choice, emotion, and feedback) to design experiences that support specific goals.

Games and learning, game-based learning (variety of terms)

  • using actual games in an educational setting to promote learning goals

Educational games / serious games

  • games designed specifically for educational purposes

References

Tondello, G. (2021). What is Gamification — and other definitions. Gameful bits (website).

Weintraub, P. (2018). Gamified Life. Aeon (website).

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Let’s learn from

Steph Saksa

@MAET

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Unit Plan Overview: “Fourth grade students are working together to create board games to learn and then teach about circuits. They will learn how to use littleBit circuits, then apply those skills to creating a game for second grade. Students will have time to create their game using Makerspace materials and then test their game. They will create a video to supplement their game describing circuits and the rules of the game. The game will then be presented to the class and played by second grade. This unit is broken down into 6 parts or phases.”

I’m an Elementary Information Literacy Specialist (ILS) in Rochester.

  • This is my 3rd year in this position.
  • Combination of Librarian and Tech Specialist.
  • I teach 640 kids once a week for an hour, grades K-5.

Context

Quest

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  • Reflection journal - like being able to have them look back on what they do.
    • Provides a tangible assessment.
    • Ties in with my teacher goals this year.
  • The structure of the unit parallels the Design Thinking process well - Empathize, Define, Ideate, Prototype, and Test.
  • This unit was designed to be used with the littleBit circuits, but the framework can be used with a variety of topics (math, library skills, PE, literature, etc.)
  • Timeline - students it seems will always need more time than you give them. Be flexible in your timeline but also if students are dragging, give a cut off time.
  • Don’t assume ANY prior knowledge that you have not given them.
    • If students have prior knowledge, have some leadership roles available for them to do.
  • If you give an example, students may copy your example.
  • Have expectations clearly written somewhere for students to refer back to - for both what they can and cannot do.

Wins

Things to Consider

Disclaimer: I have not yet taught this unit. I plan on teaching it in late January - February.

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Let’s learn from

Jonathan Keck

@MAET

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  • Gamification of Courses with Leveling, leaderboards, badges, teams, and Storyline based in RPG-Game Mechanics with Main Quests and Side Quests. I’ve used classic video games, D&D, and Magic: The Gathering card games as inspiration.
  • Game-Based Learning of various content using game-mechanics to help the learning process through immersion, competition, and familiar mechanism for formative assessment.

Director of Ed Tech at Aquinas High School; Teaches 3 High School History classes to 90 Students.

Context

Quest

#xplap #emc2learning #TGEChat

(Tues. 8pm EST) I’m active on Twitter @jonathandkeck

EMC2Learning — Cohort and Resources for Gamification and Game-Based Learning

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Examples

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Examples

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Examples

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  • Increased Engagement with Assignments (Quests)
  • Increased quantity of students completing enrichment activities (sidequests)
  • Excitement and fun in nearly every class
  • Student perception of Assessments (Boss Battles) have gone from dreaded to excited
  • Increased Team bonding and SEL
  • Most 504/IEP students with accommodations have “perks” like everyone else
  • Class Currency (GP) for the win 🙌🏻
  • I went too fast and got overwhelmed
  • I spent too much time at the start of the year explaining the game and should have developed a gradual “game-builder” activities (like most RPGs)
  • Excessive time on game building got me behind on grading and feedback
  • Too much time spent on extras (maps, 3D printing, etc) when I should have focused on building other mechanics or game-based learning
  • I spent too much money and should have looked for grants
  • Not having a classroom (Beyond my control, but major hardship!)

Wins

Fails

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Let’s have some

Q and A

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Better question: What are some effective ways to help ____ learn about ___?

Consider: Context. Intentionality. Fun! Learning objectives.

Research examples:

What does research show about games and learning?

Context

Quest

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Research &

Resources

Steph’s Links:

  • Circuit Maker Game Project

Jonathan’s Links:

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Create a next step

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Share your

next step

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askmaet@msu.edu education.msu.edu/maet