Three Myths of Getting Started With Gamification
Summary
TLDRThis video script dispels common myths about gamification in education. It clarifies that gamification isn't about creating games or requiring one to be a gamer. Instead, it's about applying game mechanics to enhance lesson design and engagement. The script emphasizes that gamification doesn't necessitate winners or digital elements, and can be effectively integrated into both traditional and tech-rich classrooms. It encourages educators to explore resources and start gamifying their classes to boost student agency and success.
Takeaways
- 🎮 Gamification is not about creating a game, but about applying game mechanics to existing educational activities to make them more engaging.
- 🛠️ You don't need to be a gamer to implement gamification; it's about good design and incorporating game elements into lesson planning.
- 📚 There are resources available such as podcasts, blogs, YouTube channels, and books that can help educators understand gamification in a school context.
- 🏆 Gamification doesn't require a winner; it's about well-thought-out instruction that can be applied to any unit or course design.
- 🧩 Gamification involves using game mechanics like points, badges, and levels to enhance learning experiences without necessarily creating a complex system.
- 🎲 It's a myth that gamification must involve video games; it's about applying game-like structures and relationships to classroom activities.
- 🔍 Educators can use tools and materials, both digital and non-digital, to implement gamification, adapting to the resources available in their school.
- 🎨 Gamification is about giving students voice and choice, and providing pathways to success through engaging and meaningful activities.
- 🌐 Joining gamification-related Twitter chats and reading books like 'Explore Like a Pirate' can help educators get started with gamification terminology and practices.
- 🤔 Dispelling common myths about gamification can help educators feel more confident in starting to gamify their classes and exploring new teaching methods.
- 📈 The speaker encourages educators to ask questions and engage with the community for support in implementing gamification in their classrooms.
Q & A
What is the main topic of the video script?
-The main topic of the video script is to dispel myths about getting started with gamification in education.
What is the 'law of diminishing intent' mentioned in the script?
-The 'law of diminishing intent' refers to the phenomenon where initial excitement about a new idea fades over time, leading to the idea being shelved instead of being implemented.
What is the biggest myth about gamification that the speaker wants to dispel?
-The biggest myth the speaker wants to dispel is that one must be a gamer to implement gamification in education.
What does the speaker mean by 'there is no game' in the context of gamification?
-By 'there is no game,' the speaker means that gamification is not about designing an actual game, but rather about applying game mechanics to existing educational activities to make them more engaging.
Why does the speaker believe that being a gamer is not a prerequisite for gamification?
-The speaker believes that being a gamer is not a prerequisite because gamification is about good design and applying game mechanics to enhance learning experiences, which are skills that educators already possess.
What resources does the speaker recommend for educators interested in gamification?
-The speaker recommends resources such as podcasts, blogs, YouTube channels, and books that discuss gamification in a school setting, as well as joining Twitter chats and reading the book 'Explore Like a Pirate'.
What is the second myth about gamification that the speaker addresses?
-The second myth is that gamification has to have a winner, which the speaker refutes by stating that gamification is about well-thought-out instruction and does not necessarily require a competitive element.
What is 'Explore Like a Pirate' and how is it relevant to the script?
-'Explore Like a Pirate' is a book that details various game mechanics that can be applied to educational units or course design, making it a relevant resource for educators looking to implement gamification.
What is the third myth about gamification that the speaker discusses?
-The third myth is that gamification has to involve actual video games, which the speaker clarifies is not the case as gamification is about integrating game elements into course design, not necessarily using digital games.
How does the speaker suggest gamification can be implemented without digital tools?
-The speaker suggests that gamification can be implemented using tactile materials, giving out physical badges or items, and creating activities that give students voice and choice, without the need for digital tools.
What does the speaker mean by 'gamification is what you want to bring to your class'?
-The speaker means that the essence of gamification is the application of game elements and mechanics to make learning more engaging and interactive, regardless of whether it involves digital tools or not.
How can educators get started with gamification after watching this video?
-Educators can get started with gamification by exploring the recommended resources, understanding the myths, and applying game mechanics to their lesson plans to create more engaging and meaningful learning experiences for their students.
Outlines
🎮 Debunking Gamification Myths for Educators
The speaker addresses common misconceptions about gamification in education, emphasizing that it's not just for gamers or limited to digital formats. They clarify that gamification is about overlaying game mechanics onto existing educational activities to enhance engagement. The speaker refutes the idea that one must be a gamer to implement gamification, suggesting that educators can benefit from resources like podcasts, blogs, and books to understand its application in a school setting. They also highlight that gamification doesn't necessarily involve winners or complex systems, and it can be as simple as incorporating certain mechanics to make lessons more interactive and meaningful for students.
📚 Practical Gamification Beyond Video Games
Building on the previous paragraph, the speaker dispels the myth that gamification must involve video games. They argue that gamification is about thoughtful instruction design that can be enriched with game elements to foster student agency and meaningful choices. The speaker recommends the book 'Explore Like a Pirate' as a resource for educators looking to apply game mechanics to their units. They also mention that gamification can be implemented without digital tools, using physical items and activities to create an engaging learning environment. The speaker invites educators to share their experiences and questions about gamification, offering support and resources to help them get started.
Mindmap
Keywords
💡Gamification
💡Myths
💡Game Mechanics
💡Professional Educator
💡Pedagogy
💡Winner
💡Video Games
💡Agency
💡Course Design
💡Resources
💡Tactile
Highlights
Dispelling myths about getting started with gamification in education.
The common excitement educators feel about new ideas and the tendency for that enthusiasm to fade over time.
The first myth: Gamification requires being a gamer, which is debunked as false.
Gamification is about applying game mechanics to existing activities, not creating a game.
Educators don't need to be gamers to implement gamification effectively.
The importance of good design in lesson planning and its relation to gamification.
Resources for understanding gamification in an educational context, such as podcasts, blogs, and books.
The second myth: Gamification must have a winner, which is not necessarily true.
Gamified units are well-thought-out instructions that don't require a competitive element.
The book 'Explore Like a Pirate' as a resource for game mechanics applicable to education.
The third myth: Gamification must involve actual video games, which is incorrect.
Gamification is about course design, building relationships, and giving students voice and choice.
Gamification doesn't have to be digital and can be applied in non-tech environments.
The presenter's offer to be a resource and a sounding board for those interested in gamification.
Invitation for feedback and questions about gamification from the audience.
The presenter's enthusiasm for gamification and its benefits in the classroom.
The presenter's sign-off and appreciation for the audience's participation.
Transcripts
all right let's get down to business
we're gonna today talk about myths about
getting started with gamification if
this seems like something you want to
check out stick around all right we have
all been there we get a new idea as an
educator and instantly we're like pretty
excited about it I think that's one of
the things that we all share in common
we get pretty excited we get pretty
jazzed we get pretty fired up about
these new ideas these new professional
development that we hear when we go to a
conference when we do an ad camp when we
read a blog or see a Twitter chat about
a particular topic we get jazzed but
then we let that law of diminishing
intent come in where we had that Jasmine
with that peak engagement and then we
let it slide down and end up shelving
that idea for later and I want to dispel
some myths here ways that you can get
started with gamification right away and
not let that slip number one the biggest
myth I see out there is that there are
not gamers get it out of your head
actually to tell you the truth here's a
super big secret about gamification not
certain if I should be telling you this
here's the big secret there is no what I
what do I mean by there is no game
simply put guys we're talking about
laying something over what you already
do we're talking about game mechanics
we're talking about laying your course
or your activity out in an engaging way
it doesn't mean you're actually
designing
game so when people are saying I don't
want to do gamification I don't think we
should make learning so playful I don't
think we need to gussy it up one we do
too you have to be a gamer
that is totally bunk you don't have to
be a gamer to do gamification we're
talking about good design you're a
professional educator you have practiced
good lesson planning and good
intentional design now I'm just going to
give you new ways to sort of polish up
that lesson new ways to lay out a lesson
new ideas that's gonna sort of free you
from the traditional course design but
like any good sort of pedagogy you
having a probably more robust
understanding of it would be helpful so
again you don't have to be a gamer but
check out some of the resources that are
out there there's wonderful podcast
blogs YouTube channels books that talk
about gamification in the context of a
school setting so you know join XP lap
Twitter chat that's Tuesday nights you
could check out the book explore like a
pirate as well as other resources out
there that are about gamification I'll
link to a video right here about sort of
some terminology and a gamified class if
you are not somebody that is a gamer
those are good language to start to use
within your class if you're going to do
gamification but you don't need to be a
gamer you know
to use good course design number two it
has to have a winner totally not true
guys a gamified unit again if we go back
to that first point is it's just well
thought out and laid out instruction in
fact if you're looking for good game
mechanics to put into practice
pick up explore like a pirate in there
we've detail all sorts of game mechanics
that you could apply to any one of your
units or course design it doesn't have
to be a complex system it doesn't have
to be a game which means we also don't
necessarily have to have a winner just
put in some of these mechanics into play
we'll make an engaging lesson and an
activity in which of your students are
excited to move through and have the
agency to which they're able to make
meaningful choices within your classroom
Italian this is going to be awesome
myth number three the last myth is that
it has to be an actual video game that
we're sitting here playing video game
that is not the case I can't tell you
how many people have come to one of my
sessions or one of my workshops and said
like my friend told me to be here I
wasn't really excited because I thought
it was gonna be all about video games
and it's not it's nothing about video
games gamification again comes back to
that course design it's about building
relationships resiliency and those two
merge together giving kids voice and
choice and and these pathways to success
a it's nothing about video games we're
gonna take some of those skills from
games we want to take some of those
structures from games and apply them to
our class so get it out of your head it
is not video games and in fact none of
it has to be digital so if you're
teaching at a school that doesn't have
one-to-one
don't worry gamification can be used in
your class in fact many of the things I
do are with students it's tactile it's
using different materials it is giving
our badges or items that are physical
not on a computer if you have a computer
there are lots of tools you can use as
well so game
patient is what you want to make it
gamification is what you want to bring
to your class all right guys I hope
dispelling these three minutes help you
get started with gamification
as always I am happy to be a resource
for you a sounding board
check out well played podcast subscribe
to this channel give it a thumbs up down
below I would love to hear from all of
you on what are some of the myths that
you had before starting your gamified
class if you're already a game of fire
and if you're not a game of fire what
other questions do you have down below
there's also a link to a forum where you
guys can ask me questions I call them
crew questions and I like to answer them
on this channel I'd love to hear from
you and help you get started gamifying
because it is just fantastic that's all
I have for you today thanks everyone for
being part of this channel it is so
awesome having you guys here
each and every week that's all I got for
you today
take care
[Music]
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