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Game5/7/2018 Blog about how you incorporate gaming, gamification, game thinking, or design thinking into your class. How? What are your objectives?
As an administrator, I do not have a captive audience that enables me to test out gamification or game-based learning tools. That said, I do have a number of teachers who explore various uses of the two. From creating competitions based on statistical predictions to coding robots to achieve tasks, I benefit from the creativity and expertise of my staff. What I do incorporate into my work is design thinking. My most recent discovery and incorporation is the use of the IDEO method cards that are: a design tool meant to explore new approaches and help you develop your own. Use the deck to gain a new perspective, inspire a team, turn a corner, or try a new approach....... IDEO Method Cards are intended as inspiration for practicing and aspiring designers, as well as those seeking a creative spark in their work. As the cards are meant to help people see circumstances, solutions, and issues differently, the cards provide me with a perspective that I might have missed as a leader, thus exposing my own vulnerability, which goes far and wide. In terms of objectives I can only rely on those of the teachers around me. I am never one to railroad an objective through a system, recognizing the balance necessary of any facet of instruction, as well as the many and varied skill-sets of the people instructing. I have a most amazing teacher who is a complete luddite, recognized as one of five California teachers of the year no less. This is not meant to downplay the potential to gamification when used appropriately, but only to point out that it is not the only source of learning. Reading others' blogs I am inspired at the notion of ensuring a means to and end, or using for immediate feedback, or sources of engagement and excitement. These are all things I loved about gaming in my youth. Unfortunately, and now for my cynical side, I have never experienced that same gaming in my college or adult life. Am I too far removed? Maybe. But I also talk to other professionals and do not hear echos of gamification in their daily routines either. Design thinking? Yes. People are constantly looking to improve situations through the lens of the unconventional or unconsidered. This is the heart of what I think gaming sets out to achieve.
3 Comments
Scott Marsden
5/8/2018 05:24:57 pm
It's interesting how you connect design thinking to game-based learning gamification. I have never thought about the connection before. I would love to hear you explore that comparison in more detail.
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Marisabel Olguin
5/8/2018 08:55:38 pm
I wouldn't say you are too far removed but just haven't been in the classroom in awhile. I would encourage you to look at these gamified or game-base tools during your free time (haha) and have them in your bag of tricks for you to suggest to teachers that may be in a funk with their students. Gaming may just be the thing to get them on track.
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Amanda Olson
5/8/2018 09:06:43 pm
I completely agree that gamification and game-based learning are not the only means to an end and are not the only way to relate to today's students, but I do believe that at the foundational core of what gamification is, we use it far more often than we think. I know I consistently implement the essential components of gaming, such as tapping into the competitive nature of my students, as well as, using incentives that often include the completion of a task/goal. I previously withheld a definition of what gaming is, and in my mind it involved the implementation of digital formats. Through this course I have learned that gaming is not defined by being digital, and could rather take countless nondigital formats. It is very exciting to read about how all of our cohort members are and are planning to use gaming in their own classrooms. I am also looking forward to using it as well, and will make sure to only implement what will allow my students to truly interact with the content in a way allows them to take steps toward bridging an identified gap.
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