When I was five years old, my parents brought home Nintendo Entertainment System. I was hooked. I am sure there were notions and theories coming from academics or researchers that video games were detrimental to a child's attention span and overall motivation to do anything than want to leave the couch in their family room. I poured hours of my childhood into making Mario jump over Koopa Troopers, Link find Zelda, and my unassuming underdog knock down Super Macho Man and Mike Tyson. Too me, none of those were wasted hours. I was invested in something fun. I talked to my friends about the games I played. I talked about new strategies with my fellow "vidiots", as my father would call us, and I looked forward to new games that would build on what I accomplished and offer new experiences that would keep me engaged for another cycle of game play.
Don't get me wrong - not that there is anything terrible about being "into" gaming - but I had a childhood chock-full of experiences that included instruments and athletics. I eventually dropped the trumpet and focused on basketball - a sport that has brought me a lot of friends, a lot of positive life experiences, numerous memories of competition, and two bad knees. In all that time, I still played games. As I got older, games got more sophisticated. Gaming consoles got more complex, more powerful, and with that the games got more in-depth and time consuming. My most recent time-consumer, a game I logged more than 165 hours playing over the last 2 years, is called
Skyrim. A story that one can get lost in by playing a hero you virtually share experiences with. There are few games that I have played that offer more entertainment value for its cost.
It is because of this game I decided to "gamify" my classroom experience for my students in my AP United States History classes. Gamification is not new to society, but perhaps newer to education. you are probably familiar with company's like McDonald's (think Monopoly) trying to boost sales and other businesses trying to motivate employers for rewards for productivity. I believe it is a trend growing in education, that if done correctly, can be beneficial for learners. Some credit also goes to a colleague, Charlie Filipek (follow him on Twitter -
@FilipekScience), who said he wanted to make his class a game, with different levels of rank. Immediately when I heard of levels I thought of a leveling-up system similar to Skyrim that can be applied to a gamification of a course. Thus, I created such a "game" where experiences earned in class count as experience points (XP) in the game. I created a system that has 50 levels of growth and achievements. The further a student goes, the better the perks, but within the game leveling-up becomes more and more difficult to achieve. Along the way there are "Bonus Journeys" that a student can undertake for more XP. A student can create a blog and discuss history, technology, and current events with a global audience, or make a two-minute podcast on a historical topic, or write a piece of historical fiction on a topic of their choice. Some of those journeys may impact a student's grade positively or others may just be for XP. The best part is, students have a degree of freedom as to how they experience the content, which in turn, I hope, creates a more personal and meaningful academic experience. Just as in a detailed Role Playing Game (RPG), sometimes the best and rewarding experiences of a game are the side journey in which you take your character.
A couple of years ago, I tried using a Learning Management System (LMS) that allowed me to create badges for achievements for students. The students enjoyed these as they were custom made, but I didn't always remember to give out the badges and they didn't really have anything attached with them except the novelty a student may have in looking at it and showing their friends about their achievement. This year I decided I would use badges to identify which level students were in the game. Students then know, when given the badge, what perks were associated with that level. I think I will be able to stay on top of the distribution of badges, and I don't have to hand out badges every day, but updated on Fridays every other week. This will be the most difficult part, but it is the piece of the puzzle that connects the students to the game. I am using
ClassBadges to create and distribute the badges to acknowledge level-ups, Bonus Journeys, and miscellaneous achievements.
Honestly, I am not sure if this will have the impact I hope it will. I am not sure that all students are going to be into it. Although, it will be happening regardless and I am sure the students who aren't into gaming like me will still be into the perks associated with their efforts. But all those things I mentioned earlier that I enjoyed about my childhood playing video games can perhaps be experienced with my students. Maybe my students will talk to their friends or parents about what they are learning. Maybe this new experience will keep them engaged and motivated to keep playing and keep learning.
For the sake of sharing, my
game template can be viewed here. Note: it is often changing as I get new ideas.