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Beyond Gamification
Tips, Tricks, and Tools to Help Busy
Educators Create Game-Inspired
Learning Experiences
Lucas Gillispie
Director of Academic
and Digital Learning
Surry County
Schools
@lucasgillispie
This session is also a game!
To Play:
1. Go to: http://www.edurealms.com
2. In the article about this session, on the front page, look
for the link to your game board.
3. When you have completed a quest, put an X in the cell.
4. There are hints on some slides that connect to specific
quests!
5. If you don’t have Twitter, use the backchannel:
https://todaysmeet.com/Game2Learn
https://tinyurl.com/pdlcgame
Your Play Board
19
@alicekeeler
alicekeeler.com
Shout Out!
www.edurealms.com
2
What is a game?
12
Common Elements of Games
Goals
Rules
Artificial Barriers
Voluntary
Participation
Feedback
SystemStory
Win-Loss
Challenge
InteractionCompetition
Chance
Conflict/Cooperation
Fun
10
Jane McGonigal
Jane McGonigal
Goals
Rules
Feedback
Voluntary Participation
“A game is a system in which
players engage in an artificial
conflict, defined by rules, that
results in a quantifiable
outcome.”
- Salen and Zimmerman
“Games are engines for
Engagement!”
Learning Spaces
as
Game Spaces
Games
vs
Gamification
14
The Application of Game-
like Mechanics to
Non-Game Situations
14
Basic Gamification
Badges
Leaderboards
14
Levels
It’s Not A Magic Pill 15
20
But It Is A Rabbit Hole!
Taking Learning Beyond Simple
Gamification
What can we learn from good
games?
Fortnite’s Perks
Fortnite’s Perks
Rewards and Feedback
Provide feedback early and often. Rethink failure.
If a student fails can they re-try?
How can I help student-players gain a
vision/desire for how to “win the class?”
Questions to help:
Is progress toward goals
visible/tangible?
Do rewards impact the
experience?16
Be Careful With Rewards…
Story Elements and Role-play
Identify your learning goals in the context of a real/fictional
story world.
If this lesson/unit were a movie or
fictional novel, what would it involve?
Plot? Theme?
What roles will/can my learners play?
How can I guide and move the story forward?
Questions to help:
23
Of course…
Chance and Uncertainty
Incorporate elements of uncertainty, novelty, mystery, and
surprise into the lesson/unit.
What aspects of the lesson are non-negotiable? What aspects
can be randomized?
What actions will trigger chance events?
Questions to help:
Are there opportunities for elements that are
simply fun or silly?
29
Choice and Pathways
Design in such a way that learners have multiple pathways
that lead to the same learning outcomes.
How can I design the lesson in such a way that learners can
customize their own experience?
Does the experience have to
be the same for every learner?
Questions to help:
Can I incorporate
bonus/side options for
learners who wish to go
deeper?
Technology Not Required!
But it can help!
Here Are Some Tools!
22
Google Apps!
Badging Tools
Classroom Tools
Productivity/Apps
…and a not-so-techy tool.
11
…sometimes, we need excuses
to be silly.
28
Clown-ification!?!
(The Twitter Bomb!)
A Great Example…
Paul Darvasi (@pauldarvasi)
English Teacher in Toronto,
Canada
Created The Ward Game
based on Kasey’s One Flew
Over The Cuckoo’s Nest
“I saw an incredible level of
engagement. Some of my
students became obsessed by
the game.”
18
Let’s Watch The Video!
https://vimeo.com/85625959
Start Small!
Capitalize on your passion!
Leverage your students!
Experiment and iterate!
Re-think assessment, grades,
and failure.
Have fun!!!
TIPS
Other Books to Read
Questions/Comments/Push-
Back?

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Beyond Gamification - Tips for Busy Educators to Level Up Classroom Learning