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Gamification: A framework for instructional design

Session 6
Philip Vinogradov — Centennial School District

Gamification refers to using elements of game design, specifically video games, as a model for instructional design and scaffolding. In this conversation we will explore a model where learners “play” to earn badges and skill points to unlock greater autonomy in directing their own learning. Like compelling video games, a gamified classroom engages learners with achievable, incremental challenges, designed to build skills and knowledge necessary for meeting more sophisticated challenges as learners move from one level to the next. A “Gamified” class uses a mastery system and so failure is encouraged. Failure (making mistakes) is valued as a legitimate technique for practice and feedback provides learners with cues, hints, and partial solutions to keep them progressing and motivated, as well as acknowledgement of incremental goal progress. If students fail a quiz, lab, or assignment challenge, they may repeat it until they have mastered the skill. This in turn creates a system that is leveled, allowing for differentiation and students to progress at a personal pace.

Conversational Practice

Implementing a gamified class requires planning, curricular reorganization, and a pedagogical shift. Participants will be provided with all session materials in advance (http://prezi.com/hzqbzhjmcuyl/gamification/) and challenged to use the templates and exemplars, Google Apps and an LMS of choice, to begin designing their own gamified units of instruction, ideally leaving with the tools and framework for scalable implementation. At checkpoints we will share innovations and challenges that emerge. At the conclusion, participants will be invided to join the Gamification in Education Google+ community, for continued collaboration.

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Presenter Profiles

Philip Vinogradov
Philip Vinogradov
Upper Dublin School District

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