Tuesday, September 8, 2015

Sol 6: Mars Storyline and the Engaging Character Series

TL;DR: A storyline is an essential and motivating layer in a gamified classroom. It adds purpose to the academic tasks and connects the students with the curriculum.
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What storyline structure do I use and how does this increase student engagement?
Layered onto my gamified classroom is the storyline. The goal of this layer is to hook students' attention and keep them on the line. The story follows the classic hero's journey with a mission to Mars theme.
Here is the general storyline

Friday, August 28, 2015

Sol 5: Students Requesting Homework - Engaging XP Rewards Sheet

TL;DR: A rewards sheet adds a boost of motivation to your gamified classroom. It requires three parts: XP/levels, special test abilities, and special classroom actions. Make sure to avoid extrinsic rewards while adding exciting abilities and actions. 
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What is a reward sheet and how does it motivate?
Every student wants to feel rewarded and to gain an advantage or

Thursday, August 27, 2015

Sol 4: Engaging Achievements For Any Gamer

TL;DR: Three categories of achievements keep students motivated in the game (academic, random, and reacher). Vary these by categories and duration to keep students engaged and successful. 
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What are achievements and why you need three different kinds?
Another engaging layer in the gamified classroom is earning an achievement. These are special accolades which earn additional XP on top of regular class work. There are three categories of achievements: academic, random, and reacher.

Academic achievements motive students be consistently successful on content specific tasks. Examples include: perfect quizzes, perfect tests, master quiz streaks (pass a quiz three times in a row), and dependable (turning in all assignments in a unit).


Random achievements keep certain students interested in the

Monday, August 24, 2015

Sol 3: Pooled Quizzes and "Do Overs"

TL;DR: Pooled quizzes allow students to take a quiz several times with different questions each time. Students can take the quizzes as many times as they want until they show mastery on the quiz. Engagement and reflection have increased as they feel the need to overcome this obstacle (much like beating a Boss in a video game).

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What are pool quizzes?
They are a set number of multiple choice questions assigned randomly from a large group (pool) of questions. For example, each quiz I create has 30 multiple choice questions but only 10 of those are randomly assigned. 

What is the importance of "Do Overs" on a quiz in a gamified classroom?
Like many video games on the market the player

Sunday, August 23, 2015

Sol 2: Learning Zones in a Gamified Classroom

TL;DR: You must have more than one learning zone to keep student engagement up. Align different zones with the workshop model to condition students with different expectations and outcomes.
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What is a learning zone (LZ) and why you better have more than one?
A LZ is a specifically designed space in your classroom to foster specific outcomes