Zichermann described gamification as an experience that allows people to take on the role of an expert and practice a skill through the constraints of the program (Zichermann, 2014). According to Lee and Hammer, this allows students to fail safely, make informed choices about how to correct their learning, and to eventually become scholars as they master the game’s content (Lee & Hammer, n.d., p. 3-4). Currently, I am trying to add games to my class, though I don’t think that really gamifies the content. I’ve been using USA Test Prep in my classroom, as well as Kahoot for reviews. I’m going to have students complete a digital literacy game I found online, provided Flash still works on our Chromebooks next year. I also found a digital escape room for the “Cask of Amontillado” that I want to try with my students.
However, these professionals have made me realize that I am falling short. They re-affirmed my understanding that students will learn best through creation and that it is important for students to feel like they are accomplishing something real through their work. However, I do not know what English content can be practiced through a game. Gamification is exactly what I wish I could be doing with my students, but I struggle to see how it is possible in my subject area. I think my next step to improve gamification in my classroom is to spend some serious time researching my options. I will also hopefully learn some strategies in this class to make gamification possible in my own teaching.
References
TEDxTalks. (2014, February 25). The future of creativity and innovation is gamification: Gabe Zichermann at TEDxVilnius. Retrieved August 10, 2017, from https://www.youtube.com/watch?v=ZZvRw71Slew&t=6s
Lee & HammerLee, J. (n.d.). Gamification in education: What, how, why bother? Retrieved August 10, 2017, from https://www.academia.edu/570970/Gamification_in_Education_What_How_Why_Bother
However, these professionals have made me realize that I am falling short. They re-affirmed my understanding that students will learn best through creation and that it is important for students to feel like they are accomplishing something real through their work. However, I do not know what English content can be practiced through a game. Gamification is exactly what I wish I could be doing with my students, but I struggle to see how it is possible in my subject area. I think my next step to improve gamification in my classroom is to spend some serious time researching my options. I will also hopefully learn some strategies in this class to make gamification possible in my own teaching.
References
TEDxTalks. (2014, February 25). The future of creativity and innovation is gamification: Gabe Zichermann at TEDxVilnius. Retrieved August 10, 2017, from https://www.youtube.com/watch?v=ZZvRw71Slew&t=6s
Lee & HammerLee, J. (n.d.). Gamification in education: What, how, why bother? Retrieved August 10, 2017, from https://www.academia.edu/570970/Gamification_in_Education_What_How_Why_Bother