In today's episode...
Allison and Emily get the chance to talk with Rebecca Gibboney about gamification. Rebecca used gamification and game-based learning to engage and motivate students for many years, and now has taken those same games to professional development - using it to inspire, build culture, and encourage risk taking in the educators she coaches. Rebecca shares with Allison and Emily her tips for incorporating gamification in simple ways. They discuss the challenges of engaging all students in the game, creating buy-in, and building relationships. Let the games begin!
Follow us on Twitter at:
Rebecca Gibboney: @BeckyLeid
Allison Keefe: @AllisonKTeaches
Emily Sattler: @SattlerCyber
Next Episode:
January 21st - Gamification Follow Up
Quote of the Episode:
As teachers we think gamification has to be this big drawn out thing, but it doesn't have to be. It can be as simple as a game of memory.
Resources Shared:
The Red Rubber Ball by Kevin Carroll - This book was shared by Rebecca as a resource. One of his theories is that work should be play. You shouldn't be able to tell when you are at work versus playing.
Goosechase - virtual scavenger hunt website. They have a free version and a paid version
Flipgrid - a free web based platform for teachers to create "grids". The grids are password protected, and students can then respond using audio/video to specific prompts posed by the teacher.
Danielson Connection:
Gamification fits into Domain 1, Planning and Preparation of the Danielson rubric. Domain 1 is all about how the teacher designs instruction. Domain 1 has several sub-domains: knowledge of content & pedagogy, knowledge of students, setting instructional outcomes, knowledge of resources, designing instruction, and designing assessments.
In order to design an effective game for the students, teachers have to know about their students. They also need to think about the outcomes desired. Both the outcomes of the game, and the instructional outcomes. Then, they can start to pull resources to design their game. While the games may not necessarily be content based, they pull from the content. Both Allison and Emily are not currently planning on designing a game around content-specific information, but designing the game will require knowledge of students, pedagogy, resources and outcomes. For those reasons, gamification fits with Domain 1.
Check out Episode 5 and the show notes to see examples of this in action!
Music Credit to scottholmesmusic.com for use of the track "Hotshot" in our intro and outro.