Showing posts with label gamified classroom. Show all posts
Showing posts with label gamified classroom. Show all posts

Saturday, March 16, 2019

Reviewing Content with Shiny Bosses



By far, the greatest successful addition to my game this year was the Boss Battles. Piloted at the end of last year, and fully implemented this year, I've even had students present this form of testing during Student Exhibition Nights. This boggles my mind since the Boss Battles are in reality nothing more than the normal tests and quizzes I would normally have, but as we all know, beating the Boss, and even better, adding each to our collection of "perfect bosses", is so much better than simply taking a test.


My boss battles have undergone a couple of minor tweaks over the course of the year, with the addition of the first hit and first perfect hit, and Google Sheet's new (to me) shuffle question order, but other than that they have remained the same as when I first created them. 

With CASP dates approaching, I started to think about pulling questions from this already created "bank" of questions to create new battles for review. However, I did not love this idea simply because, I did not think this far along in the school year when I set up the individual student sheets, and thus did not leave myself extra places for more than a couple extra bosses. The other issue I had was that each unit is tied to a race of aliens we encounter through our narrative so it would not make much sense for a "robot" boss (matter) to suddenly ask questions about earth systems, for example. 

I was pondering this one morning while on my daily Pokemon Go walk (yes, I still play) when the idea to make shiny bosses came. If you are unfamiliar with the term, a shiny Pokemon is a variant of a regular Pokemon that has a slightly different coloration. It does not give anything new out nor does it have any special attacks, it is simply different. So I set about trying to figure out how to make that happen without having to recreate (copy) a multitude of forms and sheets and do a bunch of work with changing cell references in my evergrowing leaderboard. Most importantly, I did not want to touch the student ranking sheets. So here goes - Fullscreen link




If you are presenting the shiny boss battles as a stand-alone thing for review, you are done, but if like me, you were already pulling data into your leaderboard, you will need to make some other adjustments. 




 As with most of the gamification set-up tasks, the joy for you may be in creating the first shiny boss, and the rest of the process may become tedious, but remember, once done you do not have to do anything other than enjoy your students as they confront the shiny boss. As you see below, the figuring things out ends up being done by Google Sheets so there is no time wasted in looking up individual students to see if they got the shiny boss or not.



What do you think? Any other ideas to make review a part of your game or narrative? I'd love to hear about them.

Saturday, June 9, 2018

Assign XP automatically using Vlookup - Google Sheets



My last couple of posts ended with a question, "How can I give the XP generated by sidequests or Boss Battles automatically to students?" This is a key question in both instances because:

  • In true gamification style, it is imperative that students' can instantly see their progress in ranks. The immediacy of the auto-updating of progress serves as a motivator, and there is nothing worse for my students to have to wait until I manually input the data.
  • I really do not want to have to input values manually, it is time-consuming and prone to error, especially when you have multiple submissions by the same student.
Much like I ask my students to do when attempting to solve a problem, I first asked what is it exactly that I need. So in simplest terms, "I needed a way to have sheets look-up an e-mail (name) in one workbook (Boss Battle or side quest results) and input the value that accompanies it into another workbook (leaderboard). I set about finding the answer and after several attempts, I found the answer is a combination of Vlookup/import range combination. 


As much as I would love to provide you with a template that you can simply copy and start using, it is not as easy since the workbook and cell references need to be changed in order for this to work. What I can do is provide you with a skeleton and an explanation of what needs to be done. 

1. Have your leaderboard set up with the e-mail addresses of your students - e-mail is necessary since the other sheets will match the e-mails auto-collected in the corresponding forms. Here is the one I used to set this up. For a full explanation of how just the leaderboard works you may wish to visit "Leaderboard and Badging with Google Sheets".

2. Have your boss battle sheet(s), each set up with a pivot table that sorts the data by e-mail and "sum of score". I am sharing a blank one, just remember that this one is tied to a specific form. To recreate a boss battle sheet with your own question set, look at my post Boss Battles with Google Forms/Sheets
You can use the process I am describing with any form responses/quiz you create on Google sheets. What needs to be done is to have a form that collects e-mails automatically. Once you have your form responses sheet, add a pivot table. I remane mine "scores".





3. It is now time to connect both sheets. On your destination sheet, in this case the Mastery Quest sheet in my Leaderboard, add the following formula to the first cell where you would like your imported scores to appear.

=IFERROR(VLOOKUP(A2,IMPORTRANGE("1O5AhXP4qJhbcNbjzDOI7-trYDjSDBQtN4iA2MIDzfeo","scores!A3:B"),2,0), 0)



The big string (1O5AhXP4qJhbcNbjzDOI7-trYDjSDBQtN4iA2MIDzfeo), which must remain in quotations, is the URL for the sheet the scores are coming from.


Important to note:
  • Depending on the sheets version you are using, you may first need to allow both sheets to connect. If you paste the formula and it does not seem to work, add =IMPORTRANGE("long sheet identifier","scores!A3:B"),  anywhere on the destination sheet. A little box will appear asking if you want to connect the sheets. Once they are connected, delete the formula. This is just to give it access.
  • If you rename your Pivot Table anything other than scores at any time, you must manually change it in the formula.
  • The 2 that shows after the parenthesis in your formula identifies the column where the data you want to bring is found. If you add any other values to your Pivot Table, or you rearrange them in any way, you must change this number to whatever number column your data is in.

4. Finally, it is just a matter of copying the formula down the column in your target sheet (in this case the leaderboard sheet). In order to accomplish this quickly, and to save you from the carpal tunnel syndrome that would inevitably arise from all that Ctrl+C/Ctrl+V, simply position yourself on the cell you want to copy down, and drag the little blue box that appears, down.


Once you have copied down the formula, it is a good idea to double check that the references changed correctly. 


When you are setting this up, all the values will be zero. The same is true if there is no Email match between the quiz/form and the destination sheet/leaderboard. This is helpful if you are running a boss battle or if you have absent students, as you can quickly see who has not done the work at all. However, once your students have submitted their quiz, your leaderboard scores will be auto-updated to reflect this "change".



 This same process would need to be repeated for each quiz/form you want to Vlookup, but really once you have done it a couple of times you will find that it is not as cumbersome as it seems. It simply boils down to creating a pivot table to aggregate your data, copying the Vlookup formula and changing the reference to the corresponding sheet. You can also modify it to assign XP only for max score changing that final column reference in the formula, or if you add another value column you could even use averages. Whatever makes the most sense for you and your students.

Also, it is important to note that you do not have to have a pivot table other than to summarize your data initially. For example, I use Alice Keeler's Rubrictab to grade my students' work. Using the same process described above, with the corresponding modifications to the references in the formula, I can have the roster sheet I create from her template each time I grade linked to my leaderboard.

=IFERROR(VLOOKUP(A2,IMPORTRANGE("1VVD83QukeZ6P3pMmpoJnxEt9cgg8tv2LnnirkM71Vso","roster!B2:E"),4,0), 0)

where

"1VVD83QukeZ6P3pMmpoJnxEt9cgg8tv2LnnirkM71Vso" is the workbook identifier
"roster!B2:E" is the sheet name and cell references (Email Address through Score)
4 is the number of the column where the score is found, starting the count from column B




For more ideas on the use of Vlookup, you may want to read Mr. Powley's post "The Magic of VLOOKUP: G.Sheets, Boss Fights, and Badges".

As always, if anything seems confusing or you have questions, leave a comment or drop me a Twitter question @MarianaGSerrato.

Saturday, June 2, 2018

Boss Battles with Google Forms/Sheets



For a long time, I've been thinking about how to do more than just award experience points (XP) to my students who complete a mastery quest (quiz/test). I've been toying with the idea of making them a bit more interactive and wanted a way to show students how the Boss would lose hit points (HP) as they answered.

Adam Powley (@MrPowley) wrote a piece on Dreadsheets a few months ago, detailing his system, using a very elegant mix of Google sheets, group roles, and dice, kindly sharing all that is needed to implement his system. Make sure to read his post, as it is truly masterful.

His system works really well when you have all those elements in place, but I sadly am not there yet. However, this did not deter me from continuing my pursuit, so borrowing some of his ideas, but trimming it down to the game elements that I do have, I came up with a simpler version that works for me. Before I get down to the nitty-gritty, let me show you how it works.




These boss battles use the simple quiz version of Google Forms and its corresponding Form Responses spreadsheet. You can obtain the folder where I housed both here, though you may just need to make a copy of the Boss Battle Share (Responses).
Also, although I have deleted the data and created several copies, you may find that if you use a copy directly it still carries over some of the "extras". If this is the case, simply create your own Quiz as you would normally do, and once you have the corresponding Form Responses spreadsheet, add a Boss Battle sheet where you copy/paste everything that is included in cells A1:L16. If you do this, you will also need to create a new tachometer, which is a simple gauge chart; if you do not know how to do this, here are some instructions (Stop at slide 8 since you will not need to embed it anywhere else)

Elements of the Boss Battle Sheet (although embedded below, you may want to open the link if it is not quite as clear as you wish it to be.)




Finally, I set the quiz to automatically collect email adresses, release grade immediately after each submission, respondents can see missed questions, and, depending on what I want, either limit to one response or not. 

With all of this in place, it is just a matter of sharing your quiz with students, and displaying the Boss Battle sheet to the class using your projector and screen. As students complete the quiz and submit their responses, they can see the "damage" they inflicted on the boss, until eventually, they defeat it.


I usually provide individual XP after a boss battle like this one to encourage students to actively participate. The XP for each student can easily be obtained from the Form Responses sheet. Also, once the boss has been beaten, you can use the information from that same sheet to determine which questions were missed most often and/or sort it to find out how many responses each student submitted as well as their specific answers. 

Now, I do realize that one student can answer 50 times (simply memorizing answers), while another student can decide to not even try once. This can be somewhat deterred by limiting the number of responses so that the reluctant student has to answer in order for the whole class to beat the boss. You can also make use of the shuffle answers and the shuffle questions options on the form. This at least "forces" the students to re-read the questions and not just memorize answer placement. You could also make the quiz much longer (this 10 question quiz is just an example, with questions that are not particularly insightful). I do have to say that when I did the latter, making a 25 question quiz, my middle-schoolers complained that it was way too much. They like that relatively immediate "hit" and looking up to see the boss "transformation" 

I would love to hear what you think about all of this. 

_________________________________________________________________________________

I thought you may be interested to know what my students had to say about this format of "testing". I presented them with a 10 question and a 20 question format, and as you can see, their response was positive, although they all agreed that a shorter quiz was more engaging than a long one.



If you would like to know how to automatically add these scores to your leaderboard or grade book, I invite you to take a look at "Assign XP automatically using Vlookup - Google Sheets".

Thursday, January 18, 2018

Easter Eggs with Mini-Game Creators



In recent conversations with my gamification PLN, the use of Easter Eggs has come up. As a non-videogame gamer, I was unfamiliar with the term. Doing some digging I came across this Storify of #XPLAP's chat published in @MrMatera's blog. With a little bit more knowledge, and after talking with my personal source of all things gamer (my teenage son), I was ready to think about some ways that I could create Easter Eggs within my hyperdocs and project pages.

Hiding the Easter eggs is relatively easy. In a hyperdoc, you can simply type whatever you wish (perhaps a reminder to yourself of the title of what you linked) and hide it by making the font the same color as the background. In a project page, Google Drawing or Google Slide, you can insert a shape and make both the lines and background transparent, of course linking the shape to the website that hosts the Easter Egg.

Once the issue of how to hide Easter Eggs had been resolved, the question became what to hide. Of course, you can hide Youtube or Edpuzzle videos, links to websites, simulations, interactive sites or documents for the students to read and interact with. However, in true gamer fashion, I like to hide mini-games that are specific to the content and/or vocabulary the students are learning. That is where the mini-game creators come in.

Sugarcane  

This site from IXL Learning,  offers the possibility to create 18 game types from one data set. This means that once you have your content, in the form of text and/or images, you can reuse it, getting a new link each time. It has the added benefit of providing the students with points at the end of a game, which I then just add to my students' XP total giving an immediate incentive for playing the mini-game.



LearningApps  

At first glance not as pretty as Sugarcane, but LearningApps gives you more/different mini-game options (20 total, including hangman, cloze, group puzzle and crossword). It also gives you several options to embed your mini-game in other platforms, which for some may be a plus.



ReviewGameZone 

Much like the now defunct Zondle, you are able to create multiple choice review question sets that appear as part of a mini-game. You can link to a specific game or you can give students the link to the question set and have them choose which mini-game to play. Their games do require Flash, so you may want to check that out before creating your Easter Egg with them. Also important to know, the site now runs one ad at the top of the screen, which may be non-negotiable in some settings.



Quizlet 


This site has been around for a long time, so it is easy to find ready-made question sets. On the flip side, they only have a couple of "gamy" options (match and gravity), and some of their functionality is restricted (adding images and voice) requires that you upgrade to a Teacher account (currently $2.92/month)




Now, what does this look like in the end? Below is an "assignment page" that includes three Easter Eggs. Can you find them?

Any thoughts to share about how to create Easter Eggs? Leave a note in the comments.


Tuesday, January 2, 2018

Grades in the Gamified Classroom

https://twitter.com/mr_isaacs/status/885658805002018816

In a recent #games4ed conversation we were talking about gamified grading, and the two tweets above came up. This resonated with me for several reasons:
1. As I am sure it is true in most cases, at the end of the day (term, school year), I have to submit regular letter grades. 
2. I have been guilty of falling for the above-mentioned pointification, or simple substitution of traditional grading for an XP-like system and leaderboard. While the change did infuse some excitement in my classroom, the students quickly discovered that it was simply "a rose by another name" and rebelled accordingly - Gamification - Don't Fake It

Simply changing the grades to points does not change the student's mindset. At its core, gamified grading can be a visual representation of competency-based grading, which as Matt Townsley reminds us is different than standards-based grading.
"Competency Based Education is a system in which students move from one level of learning to the next based on their understanding of pre-determined competencies without regard to seat time, days, or hours.
In a competency-based system…
  • Students advance to higher-level work and can earn credit at their own pace. (In a building, district, or classroom using a standards-based grading philosophy, this is not necessarily the case. Students are likely required to complete x number of hours of seat time in order to earn credit for the course.)
  • Learning expands beyond the classroom. This may or may not take place in a standards-based grading philosophy. For example, in a competency-based system, a student who learns a lot about woodworking over the summer may earn credit when he or she returns to school the next year. Similarly, students are encouraged to learn outside the classroom so that they can demonstrate competencies at their own, rapid rate.
  • Teachers assess skills or concepts in multiple contexts and multiple ways. (This may or may not be the case in a standards-based grading classroom; however, it is non-negotiable in competency-based education.)"
How does this translate to a gamified environment?

1. Explicit criteria and targets are made available to students ahead of time. The students in a gamified classroom know exactly what it takes to "defeat the boss" (AKA demonstrate mastery). Basically, everything is assessed using rubrics. The rubrics are created using objective measures, provide actionable feedback and are presented in kid-friendly language. 

2. There are multiple opportunities to gain XP (practice the standards). Every piece of work submitted results in XP, even incomplete or half-correct work! Let's think about this from the gamer standpoint. A player going through the third level of Mario falls and must restart the level. The XP he gained does not go away, and he/she will try the level again using what he/she learned from the previous attempt in order to pass the checkpoint and proceed to the next level. This cycle continues throughout the game. This is also true in the gamified classroom. That half-correct work is re-done based on the feedback, resubmitted for a new assessment and opportunity to gain more XP.

3. Some may demonstrate mastery on their first attempt earning a set amount of XP and perhaps a badge that shows the students (and community) that mastery of the standard has been achieved. This does not mean that the "learning is done". The student can then go on a side quest to earn even more XP and continue to level up within that standard. While this is happening other students are re-working/adding to their work and even going through the same side quest that the "masters" are completing, practicing the standard until they have collected enough evidence of mastery and the total amount of XP available for the standard is achieved.

All of this made public to my students on the leaderboard. But what happens at the end of the week, when I am contractually obligated to publish at least one new grade in the grade book? For that, I choose the most recent evidence of learning. This means that what goes in is not the same piece for all, but rather the individual piece of work that illustrates the learning from that particular student for that week. So, for example, the student that demonstrated mastery on week one and decided to sit back and relax on week two may, in fact, receive a failing grade for the week (no evidence of learning), while the student that has not shown mastery could be receiving an A. 

I know that this system is not perfect, and there is a possibility of inflated grades. Have you found a different solution? I would love to hear your thoughts.


Tuesday, December 26, 2017

More than a "Design your Own Board Game" Project

Link to Unit Plan

In a recent conversation, the subject of student-created games came up. As many before me, I've had students create games for a variety of reasons - to review the content, to demonstrate knowledge, etc.  However, often the products are nothing more than trivia games, where students go around the board they created answering questions. At best students craft a nice-looking "skin" for games like Trivial Pursuit or Beat the Parents, and at worst there are only boxes and questions in a quickly hand-drawn path. There is little challenge or replayability - as @MatthewFarber has been known to say, "chocolate covered broccoli".

This got me asking, "Where is the disconnect?"If all of my students have played games before, can quickly make decisions about whether a game is fun or not, and know that there will be a game tournament at the end, why is it that they rely so heavily on these types of games? Now, I know that one part of the answer is simply that they equate questions/answers with review. However, in my search for answers, it also became clear that they look at this type of assignment from the point of view of the consumer, not as designers of an experience.

At this point, I would like to clarify that I have never taken a course in game design myself, but with a willingness to learn, I embarked on my own quest to help my students become better at designing games. The assignment I am sharing with you is the end result of this experience.

Research

In this assignment, the research is not where students go over notes or textbooks looking for questions and answers, but rather where students learn about creating games. We start by investigating different board games and discuss what makes a game "good". This is also where I explicitly teach the parts of a game, including the need for goals, challenges, storylines and clear rules which will then make their end product interesting and replayable.

Prototype

One of the key parts of game development, which is often overlooked in "create a game" assignments. From carefully selecting a theme to presenting and playing a paper prototype with a focus group (consisting of other students), the goal is for the students to develop a well thought out game idea before committing to a final product. This is where students often realize that their game is really a non-game, just a pretty board with questions. Providing this opportunity to prototype, play-test and most importantly act on the feedback is a good way for students to develop critical thinking skills.

Final Design 

If the previous two sections were done successfully and allowed enough time for students to digest the information and feedback, this section is relatively easy to implement. The "hard thinking" is done and it is just a matter of crafting the product and making it look pretty. Skills to be practiced in this section include of course fine-motor skills (which even my middle-schoolers need to practice), and digital media creation (icons, game pieces, digital art and transforming hand-drawn art into digital formats). Although some of my most artistic students like to create their art by hand, I require them to digitize it ("If you wanted to create 50+ copies of your game your art would have to be easily reproducible").

Advertisement

Often some teams of students are ready to move on to our tournament day while other teams are still crafting or even prototyping, so I added the advertising section. This has not only the benefit of providing us with a time buffer, but also continues the "think like a designer" mindset, with the goal not only of creating a better game, but also to be able to market it adequately.

ISTE Standards (for students)

The beauty of this project is that it also allows your students to practice several of the ISTE standards for students. For example:
4a -Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
4c- Students develop, test and refine prototypes as part of a cyclical design process.
6a - Students choose the appropriate platforms and tools for meeting the desired objectives of their creation or communication.
6b -Students create original works or responsibly repurpose or remix digital resources into new creations.

Below you will find a small version of the board I created for students to access the complete assignment. If you would like the version that I share with my students click here. Almost all of the icons and text are clickable, opening the needed information and items students need to document their progress. On the student assignment page, you will also find a Teacher Corner button, which opens to a unit plan that may help you in implementing this with students.

Feel free to share with others who may find this useful.


Sunday, December 17, 2017

Leaderboard and Badging with Google Sheets


Many of us in the gamified education game have toyed with different leaderboards and badging systems over the years. I've often dreamed of having a system that does the tracking of XP, badges, and items automatically as I input scores, without having to navigate between spreadsheets copy/pasting data from one to the other. This dream also includes the ability to change ranking and badging systems relatively quickly so that if my students become bored with something I do not have to start from scratch each time. As I've kept toying with this idea, I've been discovering some new tricks on spreadsheets that have allowed me to come up with a template of sorts.

I invite you to make your own copy of the template before I explain what is happening in each sheet. Doing so will allow you to follow along and make changes so that by the end of this post you have your own working copy.


Leaderboard Sheet

Displays all names, ranks, total XP and badges earned by the students. The names and last names are carried over to all other sheets, so any changes you make there will be present in all other sheets. Inversely, it populates the data and images from the other sheets, so changes made in other sheets will display on the Leaderboard sheet without you needing to make any adjustments to it. This is the only sheet I share with the students.

Ranking Sheet

This is a pivot table created from the data on the Leaderboard sheet. If you are using the template, you do not need to do anything to it, but I am sharing a video that explains how to create one in case you are interested.

Heraldry Sheet

In this sheet, I include the images and points needed for each of the 11 ranks I have in my game this year. If you want to change the image to something else, you will need to have the URL for the image you want to display. Simply substitute that URL within the =image("URL goes here, inside the quotations") formulas found in cells A2-A12. Changing those URLs will automatically change the images on the leaderboard page. Same goes for changes in the name and the min and max XP for each rank, allowing you to quickly change the theme of your ranks as well as make adjustments to your ranking when you find that the range of points for a rank is too wide or too narrow.

Badges Sheet

Much like the heraldry sheet, this sheet contains the images and descriptors for each of the badges I have for this class. Any changes in name or image for the badge are reflected on the Leaderboard sheet. Just like in the Heraldry sheet, to substitute the badge image change the URL of the image to one of your liking within the quotations of the =image("URL") function. All of my badges were created using Google Draw as explained by Alice Keeler in this blog post.

XP Sheets - (Blogs, PBL quests, Mastery Quests, Repeat Assignment)

These are the sheets where I input the XP. Although I could have done this on just one sheet, I prefer to have the different sheets in order to organize the data. The names in all of them are populated from the leaderboard, and the total values calculated in each sheet, populated back into the hidden columns (F-J) on the Leaderboard and added into column E. Changing the names of the sheets will not affect the Leaderboard calculations nor the ranking sheet. The "magic happens" on the cells with a grey background so those are the ones that should not be touched directly.

Badge Tally Sheet

This is the sheet where the badges are "awarded".  You can award the badges "manually" by entering the scores directly, or you can pull those scores from the sheets and manipulating them using the different formulas you see on the sheet. The names for the badges come from the Badges sheet, making it easy to keep everything organized.


Right now, I am toying with adding an Items sheet that will work much like the Badges sheet, and I will share that with you as soon as I am done. If there is anything that does not work, or you find confusing drop me a note in the comment section. I'll gladly help you figure it out.

Sunday, September 4, 2016

Fines in a Gamified Classroom


Let me start by stating that I have two separate "but equally important" systems in my gamified classroom. The XP  system, which is tied to the students assignments (blog quests, mastery quests and PBL quests). In the XP system students are awarded initial points after submitting their work, and continue to gain XP as revisions are submitted. In true gaming style, one cannot lose XP. After all, once you have an experience you cannot undo it, you can only make it better. The XP system is shared out to students in my public leaderboards.

I also have a school currency system (we call them Patriot Bucks), which is tied to school and classroom behaviors, and stems from my school's PBIS. Students can earn Patriot Bucks at a staff member's discretion for things like picking up trash, participating in class, or basically any show of positive behavior. Students can use their Patriot Bucks to purchase items at the student store or enter them in weekly raffles. It is important to note that Patriot Bucks are a physical item (slips of blue paper, signed or stamped by the staff member who gave it out), and that no one, except for maybe the individual students, keeps track of them. This is what made it so easy to find a new use for them.

It all started a couple of weeks ago as I wrapping up of Back to School unit, which as in most classrooms involves teaching students the expectations, rules and procedures of my classroom. My students had just passed the Acceptable use Policy quiz, and were eager to get their hands on our classroom devices. I had taught/modeled how to take the devices out of the cart and how to put them away. I had explained how it was important that all devices be plugged (with their own plug) in order for all classes to have enough charge for the day, as well as how to make sure that each device was put in the correct slot. I even had students come up one by one and "show" the class just how to do it. Everything was going well until that first eager student picked up a "random" device (i.e. a device that was not assigned to him). The natural consequence for this is that the student would not have access to devices for at least that class period. But, I did not want to do that since that would mean that I would be the one to come up with something related to the activity, but that did not involve technology. The student in question suggested that he write a letter of apology promising to not do it again. It just so happened that I had just had a conversation with a fellow teacher about something she called the "opportunity log", where students write a reflection on a class misbehavior and promise to do better. I had shared with her that in my experience those almost never work. It is a forced apology, akin to a mother telling her children to "apologize to your brother for ____", only to repeat herself the next day and ask for another apology for the same behavior. I shared that with the student, asking him how many times he had apologized to a sibling without really meaning it. He sheepishly smiled, and stated that just that morning he had "apologized" to his sister, but he had no actual plans for "never doing it again".

At that moment, inspiration hit. I told him that in order to get his device he would have to pay a Patriot Buck fine. We agreed that 20 Patriot Bucks would be appropriate. He went back to his seat, carefully counted and came back to me with a proud look. He had just enough! He placed the "fine" on my desk and asked if he could go get his device. I simply thanked him and told him to get to work. The rest of the class exploded in questions about the "fine" system. For some reason they welcomed the addition of fines and saw it as a perfectly acceptable and fair way to overcome infractions. There were many questions about specifics, "What is the fine for not logging out? What about for forgetting to plug a computer?" It was the little things that bugged them as much as me that in their opinion should warrant a fine.

After much discussion, we ended up just having two categories of fines - minor infractions (20 Patriot Bucks) and major infractions (50 Patriot Bucks). Minor infractions include things like not plugging in a device, putting a device in the wrong slot, and taking someone else's device. Major infractions include things like off-task behavior or mishandling of the devices. I left myself some wiggle room, creating a third category that states "Fines for anything not mentioned before can be assigned at my sole discretion".

In a surprising turn of events, something else happened once the fines were in place. Students have begun to help each other avoid fines. Instead of simply walking away from unplugged devices (which of course still happen every once in a while), they take the time to plug them in for each other. I've overheard statements of,  "Dude, stop goofing off, that's a 50 PB fine!" This is already pretty cool, but there is more. A new student who did not have enough Patriot Bucks to pay for putting his device in the wrong slot, and who I was ready to excuse from the fine, saw his classmates (students he had just met), pool Patriot Bucks to pay his fine. No prompting at all, simply a spirit of cooperation and doing right by each other.

So far, this system is working beautifully, and I am wondering if you are using something similar. Do you have any words of wisdom to add? I would love to hear from you.


Tuesday, June 28, 2016

Beyond the Leaderboard: Self-ranking charts




A couple of days ago, I talked about creating a multiple-class, self-ranking leaderboard. My students love the idea of being able to see where they rank, and compare themselves to one another, creating this competitive gaming environment that often leads them to perform and to keep working, simply to "outrank" one another. As I was updating my class website to include this new board, I started thinking about how to use the leaderboard as more than just a ranking system for the XP. Could I use it to inform students about how they are doing in different categories? Could I show the data in some way that would maintain the integrity of the leaderboard, but focus students' attention on opportunities for improvement as well? And almost as important, is there an easy way to do it; one that would not require much more than inputting values as the students grow? The answer turned out to be YES on all accounts.

Before I show you how, let me share the end products:

"I Need To Do More" chart



This first interactive chart, displays the totals for each XP category. As the year progresses, students can see how much each of the categories has impacted their XP totals. On their own, or with some help, they can decide to go back to assignments they may have missed or where they scored low XP and re-do/re-submit in order to up their total XP for that category. In my case, it could show an Aha moment akin to, "I have not done many of my blogs, if I do them now I can gain all those XP I missed".

"I Need To Do Better" chart



In this other format, the same data is displayed by average XP obtained in each category. When students see the data organized this way, they can quickly see areas where they can focus their efforts, to increase their standings.

The beauty of both of these charts is that they use the same Pivot Table I created for the self-ranking leaderboard, so not only do they update as soon as I input new values, they are also tied to the original ranking. The student order within the chart updates as well as they move up or down on the leaderboard, making it a "one-stop" responsive system that does not create more work for me to maintain or update.

The following video explains how to create the charts, and I am also sharing a template that you can use to draft your own.



Let the games begin!

Monday, June 27, 2016

Appsmash to Gamify - From Leaderboards to Quests


Although many of us agree that gamifying your classroom can provide benefits in terms of engagement and relevance for the students. Many of the teachers I have talked to have this idea that gamification is too hard, or that you can only do it by purchasing an app or some other tool, which may or may not limit what you can do. However, this is simply not true. With the myriad of free tools at our disposal and a little creativity, you can create your own gamified world for little to no money. Gamification is about creating a game-like experience, not about creating an actual game.

Before we go any further, take a peek at my "Island of AdVENTURE", where our ultimate goal is to take over the world. That is the simple storyline for my classroom. The benefit of such a broad and vague topic is that it will never be "done", and gaming elements can easily be added as they are needed. I talked about the decision to adopt a single storyline for all my classes in a previous post. If interested, you can visit Gamification Year 2 - The quest continues.

So, what was needed to create the Islands of AdVENTURE experience?

Game Website:  

If you have been here before, you know that my go to place for this is WIX, because it allows for ultimate flexibility in item placing, allowing you to embed practically anything you may wish to add. WIX is free to use, and gives you one place to create as many web sites and subpages within a site  as you need. On the game website itself, I like to add links to my blog, class calendar, and all of our classroom policies, procedures and even the green sheet. This gives the students a central place to go for everything related to the gamified classroom, and completely eliminates any "but I didn't know..." moments. These different documents are added as tabs, or in the case of the classroom management stuff, an interactive Thinglink image that gives access to all documents with a simple click.

Maps: 

This is the only item in my gamification arsenal that I paid for: Profantasy Campaign Cartographer. I could have used art from other sources and/or even used maps from Google Mapmaker, but creating my own allowed me utmost flexibility to include what I wanted, down to shaping the islands to represent grade levels, and creating distinct homes for each class.

This was also where I began to Appsmash. The islands on the game website are linked to the grade level houses and leaderboard using "invisible" shapes that act as buttons. The quests inside the houses are linked using interactive Thinglink images. The reasoning for this is simple. I wanted the students to be able to quickly and easily identify the quests they have, without cluttering the images with a lot of text or buttons. By hovering over each icon, students can quickly access the quests they are undertaking without any instructions from me regarding the icon that was used to represent a specific assignment.

XP and Leaderboards:

In my class, students gain experience points (XP) by blogging consistently and by completing the different projects they work on. Whatever you choose for XP, I recommend that you do not tie it to behavior, but rather mastery of skills or concepts. Just like in games and real life, XP does not "go down". Once you gain experience, you never get experience taken away. 

To create the leaderboard(s), I use Google sheets. I previously shared how to create one for a single class. This year, I am adding a leaderboard that functions much the same way, but since I am working with a single storyline, I needed to create one that could rank all my students from different classes and give us a way to compare classes. The following video will show you how.



Quests:

In my project based learning (PBL) environment we have two types of quests. The PBL Quests that culminate in a Boss Battle (i.e. the project product itself) and Mastery Quests. The PBL Quests are created using WIX for the bigger projects or Tackk for smaller assignments. Both allow embedding and manipulation of the color schemes, backgrounds, etc. giving you the opportunity to create a different aesthetic feel for each quest. The PBL Quests are embedded into the class game site and linked through Thinglink.

The Mastery Quests are the worksheets (level 1), quizzes (level 2) and tests (level 3) I use with students.  This simple renaming and leveling of the different types of work, tells the students how they need to prepare, and gets them excited about completing them. Don't you agree that it is much cooler to complete a Mastery Quest Level 3 than to take a test?

To create the first two types of Mastery Quests, I use the capabilities of Wizer.me. Mastery Quests Level 1 usually have links, videos and/or simulations embedded (example) and Level 2 may still have some supports (example). For Level 3, you can still use Wizer.me if you wish to give access to articles or graphs that the students must analyze. For a more "traditional" level 3 Mastery Quest, however, I use Google forms.



I usually do not embed the Mastery Quests in the game website itself, but rather give access to them by posting the individual URLs for the different assignments on our Edmodo stream. Of course, they can be shared in Google classroom or whatever other way you currently have to distribute online work.

Class Currency:

The behavior rewards, if you would like to have them, can be handled in several ways. In the interest of Appsmashing, you could use Class Dojo, and have it embedded into your WIX page. However, that has never really worked for me. I find it cumbersome to walk around with a device and scrolling when I want to assign behavior points. For this I go old-school, and use my school's paper based currency (Patriot Bucks), giving them out as needed. Since they are physical objects, I do not have to create a way to manage them. The "store" is created again using a Thinglink  embedded into the WIX class game page so that students can simply hover over the different items, and check "prices". 

What do you think? Have you tried gamification in your class? Please share your experiences.

Sunday, June 5, 2016

Simulations and the Gamified Classroom

The use of simulations in the classroom is a long-standing tradition. How else could we provide students with high end experiential learning, when our students seldom have access to anything other than basic scientific equipment, and in many cases not even that? If we want want our students to learn how to gather data, analyze it and come up with solutions grounded on evidence we need to provide them with the necessary tools, going beyond the simple inquiry that can be accomplished with household tools.

In the gamified science classroom, tech-based simulations are a handy tool to help us engage students in deep learning. Students can use simulations to develop and use models to predict outcomes. They provide them with data that is directly applicable and transferable to the gamified (and often real-life) scenarios that they are working in. Often, they have the advantage of already looking like a game, making it easy to assign them as part of your gamified experience.

The simulations best suited for a gamified classroom are interactive, animated, provide dynamic feedback, and allow for productive exploration. But, where do you find them?

PhET

PhET, created and maintained by the University of Colorado, Boulder, has hundreds of NGSS aligned simulations, complete with teaching resources. They have been working hard at converting all their sims to HTML, allowing access on any device. Not only that, they are constantly adding new sims.
PhET by NGSS for Middle School
PhET by NGSS for High School



Spongelab

Already completely gamified for you, Spongelab has  thousands of pieces of content that can be searched, organized and annotated. Take a look,  at their Energy Literacy collection as an example of how to integrate SpongeLab in your gamified classroom.




Glencoe Virtual Labs

VIRTUAL LABS offered by the Glencoe textbook company. These labs give the students the adventure of laboratory experimentation without costly supplies, worrisome environmental and safety issues, or time-consuming clean up. They are from all different areas of science: Biology, Physics, Genetics, Earth Science, Physical Science, and Chemistry.


Go-Lab is a EU-based site that allows science teachers access to online labs and inquiry learning applications. The students receive the opportunity to perform personalized scientific experiments with online labs with access to virtual labs, remote labs and data sets. 
Setting up is a little time consuming, but they have a very well done tutorial.


Gizmos

Gizmos is the only paid service on this list. This service provides hundreds of Science (and Math) simulations, aligned to NGSS and searchable by topic, grade level and/or standard. Gizmos allow for manipulation of variables and include graphing tools that help students compare the results of their experiments, creating opportunities to apply the concepts to a variety of scenarios,


Let's take advantage of our students tech skills and allow them to use simulated tools and experiments. Go ahead and incorporate simulations in your gamified classroom. Your students will thank you for the opportunity to use technology, work in groups using sims as a substitute for real-life experiences and develop the skills needed to excel in the 21-century. 

Sunday, May 29, 2016

Gamification Year 2; The Quest Continues



As I am preparing to say goodby to another year of gamifying, I feel the need to write down some of the things that are buzzing in my head, lest I forget them in the summer days ahead. This year completed my year 2 in the gamification arena, and as always some things went well, while others will need a complete rethinking.

Story Lines

This year I worked with four distinct story lines, one at each of the grade levels I teach. They were fun to create, and although the students liked that they each had different avenues, I have to admit that keeping them all working at the same time became rather difficult. I would get ranks and achievements mixed up, and sometimes even directed students to a different story.

As I begin to rethink  and prepare for next year I will be going back to one story line as my main effort, allowing me to also combine some of the other aspects of the gamification experience for my students.

Leaderboards 

The self-ranking leaderboards are in place and served to keep the kids motivated in continuing with the game throughout the year. At times they are still chore to keep updated, but the kids kept me accountable for doing this, as they did check them often, particularly towards the end of the school year as they were looking forward to achieve the highest rank and obtain lofy perk of "Blog Immunity".

This is also where I think having a single storyline will come into play. During this school year, each grade level had their own leaderboard, ranking system, etc. However, I also published for the students the cumulative class ranking. Students were particularly interested in seeing how each class stacked up against each other, and often asked which students were in the lead. In looking forward, I am considering having the individual leaderboards for each class, but also publishing a "top ten", which will be easier to achieve if all classes are working under the same story.

XP

The structure of the game using the blogs as the primary way to get XP worked well, particularly for my upper graders. For the most part, kids blogged consistently about their learning, and we saw a couple of students reach 100 content-related blog post this year. Including the S&EP (as mentioned in my Gamifying the NGSS post) pushed the students to "think like scientists", and provided me with a tangible way to assess them in their progress towards mastery of the practices.

Although the blog points as XP has worked really well, I am re-considering not using their unit tests, performance tasks and projects within the XP structure. The XP has always been about progress towards mastery, and including them in the XP would allow me to encourage the students to perfect their work. It is an easy fix, but it will require a little work on the back end to make sure the playing field is even in regards to points, particularly since these are tied not only to rank but to privileges as well.

Gold Coins

The structure I had in place for obtaining gold coins this year did not work at all. Only three of my 240 students even attempted a cross-cutting "boss battle"(Gamifying the NGSS). When I asked why, the students reported that it was too hard to obtain gold coins, and although I modified the structure several times, by the time the changes came about the students had lost all interest in them. 

As I think about next year, I am considering reverting the gold coins back to simple participation points and displays of good citizenship or behavior, instead of tying them to the content. However, I need to figure out a way to keep the management simple. Walking around with an open app (like Class Dojo) or a spreadsheet has never worked for me. I guess I could create some tokens...

Other gamification things to explore

Escape Rooms: 
Recently I attended the Deeper Learning conference, and participated in an Escape Room experience. I think this has great potential for the gamified classroom, and I invite you to visit some of the things I've found regarding their use in education:


Choose your own adventure videos:
A year ago, my daughter showed me the Interlude tool and I remember thinking how well it could be integrated into a gamified classroom. This video creation tool allows you to design, create and publish an interactive video with relative ease, providing you with a way to enhance your gamified classroom with "choose your own adventure" videos. Unfortunately I forgot all about it until a couple of days ago, and I am sharing it here in case one of you gamifiers wishes take it on as a summer project.