Learning Log 4: Gamification Idea
There are thousands of ways to make your classroom gamified. As such, there are several online communities for gaming teachers, and gamified classrooms. Search the web for someone that is gamifying their classroom, preferably in your grade level or content area, and post a link to their class page, blog, video, or article. Then, create something that you could use in your classroom to start the gamification process. Megan Ellis’ video offers several suggestions. What could gamifying your classroom bring to the table to make your teaching life easier, and your students’ learning more engaging? How would this benefit both the teacher and the student? This learning log is meant to a brainstorm for you, and give you the opportunity to develop something that you can use. We aren’t asking you to create a completely gamified course, just get your creative juices flowing!
When thinking about gamifying my future classroom, I know that I would like to use the Class Dojo application to monitor and motivate student behavior. I have attached a thesis that Abigail M. Saeger wrote about the study she conducted using Class Dojo. Seager's study strongly recommends the use of Class Dojo with data to support that "students developed better self-monitoring skills and were better able to control their
behavior" (2017). I think that using Class Dojo will give me and my students an easy way to communicate about behavior in the classroom. There are also great functions that can incorporate parents into the classroom by showing them their students' points, private messaging, and the ability to share photos. For this assignment I have included a link to my class Dojo site that I will use in my future classroom.
Class Dojo is, on the surface, a remunerative system that awards points and rewards to students for positive behavior. However in our readings for the week, Kapp and Cone assert that in order for a classroom to be truly gamified, it needs to contain elements like "continual corrective feedback, storytelling, challenge and the freedom to fail" (2012). Class Dojo does support continual corrective feedback if you have the class displayed on your smartboard. When the teacher awards a point, a message will pop up with the student's name, the behavior recorded, and a ding or a buzz depending on if the student gained or lost points. The application can also incorporate challenge between the students as they can see everyone's progress on the board. There is even a function to gain class rewards which are a valuable tool to get students to motivate one another as Ellis discussed in her presentation (2014). Overall, I think Class Dojo will be very age appropriate for my students and motivate them to behave.
behavior" (2017). I think that using Class Dojo will give me and my students an easy way to communicate about behavior in the classroom. There are also great functions that can incorporate parents into the classroom by showing them their students' points, private messaging, and the ability to share photos. For this assignment I have included a link to my class Dojo site that I will use in my future classroom.
Class Dojo is, on the surface, a remunerative system that awards points and rewards to students for positive behavior. However in our readings for the week, Kapp and Cone assert that in order for a classroom to be truly gamified, it needs to contain elements like "continual corrective feedback, storytelling, challenge and the freedom to fail" (2012). Class Dojo does support continual corrective feedback if you have the class displayed on your smartboard. When the teacher awards a point, a message will pop up with the student's name, the behavior recorded, and a ding or a buzz depending on if the student gained or lost points. The application can also incorporate challenge between the students as they can see everyone's progress on the board. There is even a function to gain class rewards which are a valuable tool to get students to motivate one another as Ellis discussed in her presentation (2014). Overall, I think Class Dojo will be very age appropriate for my students and motivate them to behave.
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References
Anderson, P. (2012, April 24). Classroom game design. TEDxTalks. Retrieved September 11, 2019, from https://www.youtube.com/watch?v=4qlYGX0H6Ec
Ellis, M. (2014, November 30). Classroom gamification tips for even the non-gamer. Retrieved September 11, 2019, from https://www.youtube.com/watch?v=hDn5FM7aX
Kapp, K, Cone, J. (2012). What every chief learning officer needs to know about … Retrieved September 11, 2019, from http://karlkapp.com/wp-content/uploads/2013/01/clo_gamification.pdf
Saeger, A. M., (2017, June 20). Using ClassDojo to promote positive behaviors and decrease negative behaviors in the classroom. Theses and Dissertations. 2443. Retrieved September 11, 2019 from file:///C:/Users/music/OneDrive/Pictures/Class%20Dojo%20Article.pdf
Ellis, M. (2014, November 30). Classroom gamification tips for even the non-gamer. Retrieved September 11, 2019, from https://www.youtube.com/watch?v=hDn5FM7aX
Kapp, K, Cone, J. (2012). What every chief learning officer needs to know about … Retrieved September 11, 2019, from http://karlkapp.com/wp-content/uploads/2013/01/clo_gamification.pdf
Saeger, A. M., (2017, June 20). Using ClassDojo to promote positive behaviors and decrease negative behaviors in the classroom. Theses and Dissertations. 2443. Retrieved September 11, 2019 from file:///C:/Users/music/OneDrive/Pictures/Class%20Dojo%20Article.pdf