- Come up with a definition for gamification.
- Identify the difference between gamified and game-based learning.
- Consider how you think student motivation might be affected by gamified learning.
- Consider how you think learner self-efficacy might be affected by gamified learning.
- Decide whether or not to continue working on these challenges.
- Read the Wikipedia article on gamification.
- Do a survey of those around you to see what percentage of them play games (video games, board games, sports, etc.).
- Reflect and share how gamification might be similar to some things you've tried in the past.
- Discuss how gamification might affect student engagement.
- Investigate Csikszentmihalyi's concept of "flow" as it relates to games and/or learning.
- Find a peer-reviewed academic article on the benefits (or risks) of gamification.
- Discuss how gamification might align with Inspiring Education, High School Flexibility, and/or Curriculum Redesign.
- Read about Quest to Learn (Q2L), a public school in New York City.
- Find and share an example of gamified learning, such as the UofA's EDU210: http://goo.gl/cgoRrt
- Share online (social media, blog, etc.) an example of gamification, in education or some other field.
- Explore how "serious games" (also called persuasive games or applied games) are similar to and different from gamified environments.
- Check out "Games for Change", "Fold.it", and "Play to Cure: Genes in Space".
- Brainstorm a quick and easy way you (or someone you know) can quickly and easily gamify something.
- Come up with a list of things to consider when designing gamified activities or environments.
- Watch a TED talk by Jane McGonigal, Gabe Zichermann, Seth Priebatsch, Ali Carr-Chellman, Tom Chatfield, or Mihaly Csikszentmihalyi.
- Read about some of the criticisms of gamification, such as Ian Bogost's "exploitationware", Jane McGonigal's "gameful design", or others who discuss dangers of extrinsic motivation.
- Have an extended conversation about why gamification might or might not be a good idea.
- Write about your experiences with gamification (either here or elsewhere) in your blog, journal, social media, or on paper.
- Come up with three pairs of statements in the form "I used to think _____, now I think _____.
Friday, February 14, 2014
If you're interested in learning more about gamification, I set up some challenges for a session at Convention last week. I'm reposting them here. Unfortunately we won't have a leaderboard or group discussions though.