Three Myths of Getting Started With Gamification

mrmatera
9 Dec 201906:37

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.
  • đŸ› ïž 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.
  • đŸ§© Gamification involves using game mechanics like points, badges, and levels to enhance learning experiences without necessarily creating a complex system.
  • đŸŽČ 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.
  • đŸ€” 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

00:00

🎼 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.

05:01

📚 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

Gamification refers to the application of game design elements and game principles in non-game contexts to increase engagement and motivation. In the video, the speaker aims to dispel myths about gamification, emphasizing that it is not about creating a video game but rather enhancing existing educational activities with game mechanics to make learning more engaging.

💡Myths

Myths in this context are misconceptions or false beliefs about gamification. The video addresses three main myths: the necessity of being a gamer, the requirement of having a winner, and the assumption that gamification must involve video games. These myths are debunked to clarify the true nature and purpose of gamification in education.

💡Game Mechanics

Game mechanics are the methods and rules applied in games to create interaction and engagement. The script discusses the importance of overlaying these mechanics onto educational activities to enhance student involvement and make learning more dynamic. Examples from the script include the use of points, badges, and levels to motivate students.

💡Professional Educator

A professional educator is someone who is trained and experienced in the field of education. The script mentions that being a professional educator involves good lesson planning and intentional design, and gamification is presented as a tool that can be integrated into these existing practices to improve the learning experience.

💡Pedagogy

Pedagogy is the method and practice of teaching, and it is closely related to the educational philosophy of a teacher. The video suggests that gamification can be seen as an extension of pedagogy, offering new ways to approach lesson design and student engagement without requiring a complete overhaul of teaching methods.

💡Winner

In the context of the video, the term 'winner' refers to the common misconception that gamification must involve a competitive element with a clear victor. The speaker clarifies that gamification in education is not about competition but about enhancing the learning experience through well-thought-out instruction.

💡Video Games

Video games are a form of electronic game that involves interaction with a user interface to generate visual feedback on a screen. The script emphasizes that gamification is not about incorporating video games into the classroom but about borrowing game elements to make educational content more engaging.

💡Agency

Agency in education refers to the ability of students to make meaningful choices and decisions within their learning environment. The video mentions that gamification can provide students with agency by allowing them to navigate through lessons in ways that are more interactive and personalized.

💡Course Design

Course design is the process of planning and organizing the content, structure, and delivery of a course. The script uses this term to highlight that gamification is about enhancing the way courses are designed and presented, making them more engaging through the use of game elements.

💡Resources

Resources in the video refer to various materials and platforms, such as podcasts, blogs, YouTube channels, and books, that provide information and guidance on gamification. The speaker encourages viewers to explore these resources to gain a deeper understanding of how to implement gamification in an educational setting.

💡Tactile

Tactile refers to the use of physical materials or objects that can be touched and manipulated. The script mentions that gamification can be implemented in a tactile way, using physical badges or items, which is particularly useful in environments where digital tools are not available.

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

play00:00

all right let's get down to business

play00:01

we're gonna today talk about myths about

play00:05

getting started with gamification if

play00:07

this seems like something you want to

play00:09

check out stick around all right we have

play00:19

all been there we get a new idea as an

play00:21

educator and instantly we're like pretty

play00:24

excited about it I think that's one of

play00:26

the things that we all share in common

play00:27

we get pretty excited we get pretty

play00:29

jazzed we get pretty fired up about

play00:30

these new ideas these new professional

play00:32

development that we hear when we go to a

play00:34

conference when we do an ad camp when we

play00:36

read a blog or see a Twitter chat about

play00:40

a particular topic we get jazzed but

play00:42

then we let that law of diminishing

play00:46

intent come in where we had that Jasmine

play00:49

with that peak engagement and then we

play00:51

let it slide down and end up shelving

play00:54

that idea for later and I want to dispel

play00:56

some myths here ways that you can get

play01:00

started with gamification right away and

play01:02

not let that slip number one the biggest

play01:06

myth I see out there is that there are

play01:09

not gamers get it out of your head

play01:12

actually to tell you the truth here's a

play01:14

super big secret about gamification not

play01:18

certain if I should be telling you this

play01:19

here's the big secret there is no what I

play01:27

what do I mean by there is no game

play01:29

simply put guys we're talking about

play01:31

laying something over what you already

play01:33

do we're talking about game mechanics

play01:35

we're talking about laying your course

play01:38

or your activity out in an engaging way

play01:40

it doesn't mean you're actually

play01:42

designing

play01:43

game so when people are saying I don't

play01:46

want to do gamification I don't think we

play01:47

should make learning so playful I don't

play01:49

think we need to gussy it up one we do

play01:51

too you have to be a gamer

play01:54

that is totally bunk you don't have to

play01:56

be a gamer to do gamification we're

play01:59

talking about good design you're a

play02:01

professional educator you have practiced

play02:03

good lesson planning and good

play02:06

intentional design now I'm just going to

play02:08

give you new ways to sort of polish up

play02:11

that lesson new ways to lay out a lesson

play02:13

new ideas that's gonna sort of free you

play02:16

from the traditional course design but

play02:18

like any good sort of pedagogy you

play02:22

having a probably more robust

play02:24

understanding of it would be helpful so

play02:26

again you don't have to be a gamer but

play02:28

check out some of the resources that are

play02:30

out there there's wonderful podcast

play02:32

blogs YouTube channels books that talk

play02:35

about gamification in the context of a

play02:38

school setting so you know join XP lap

play02:42

Twitter chat that's Tuesday nights you

play02:44

could check out the book explore like a

play02:46

pirate as well as other resources out

play02:48

there that are about gamification I'll

play02:52

link to a video right here about sort of

play02:55

some terminology and a gamified class if

play02:57

you are not somebody that is a gamer

play02:59

those are good language to start to use

play03:01

within your class if you're going to do

play03:04

gamification but you don't need to be a

play03:07

gamer you know

play03:09

to use good course design number two it

play03:13

has to have a winner totally not true

play03:15

guys a gamified unit again if we go back

play03:18

to that first point is it's just well

play03:20

thought out and laid out instruction in

play03:22

fact if you're looking for good game

play03:25

mechanics to put into practice

play03:27

pick up explore like a pirate in there

play03:29

we've detail all sorts of game mechanics

play03:31

that you could apply to any one of your

play03:34

units or course design it doesn't have

play03:36

to be a complex system it doesn't have

play03:39

to be a game which means we also don't

play03:41

necessarily have to have a winner just

play03:44

put in some of these mechanics into play

play03:47

we'll make an engaging lesson and an

play03:49

activity in which of your students are

play03:52

excited to move through and have the

play03:54

agency to which they're able to make

play03:57

meaningful choices within your classroom

play03:59

Italian this is going to be awesome

play04:02

myth number three the last myth is that

play04:06

it has to be an actual video game that

play04:09

we're sitting here playing video game

play04:11

that is not the case I can't tell you

play04:13

how many people have come to one of my

play04:14

sessions or one of my workshops and said

play04:17

like my friend told me to be here I

play04:18

wasn't really excited because I thought

play04:20

it was gonna be all about video games

play04:22

and it's not it's nothing about video

play04:24

games gamification again comes back to

play04:26

that course design it's about building

play04:29

relationships resiliency and those two

play04:32

merge together giving kids voice and

play04:35

choice and and these pathways to success

play04:37

a it's nothing about video games we're

play04:41

gonna take some of those skills from

play04:44

games we want to take some of those

play04:45

structures from games and apply them to

play04:48

our class so get it out of your head it

play04:51

is not video games and in fact none of

play04:54

it has to be digital so if you're

play04:56

teaching at a school that doesn't have

play04:57

one-to-one

play04:59

don't worry gamification can be used in

play05:01

your class in fact many of the things I

play05:03

do are with students it's tactile it's

play05:06

using different materials it is giving

play05:09

our badges or items that are physical

play05:11

not on a computer if you have a computer

play05:14

there are lots of tools you can use as

play05:16

well so game

play05:17

patient is what you want to make it

play05:19

gamification is what you want to bring

play05:21

to your class all right guys I hope

play05:23

dispelling these three minutes help you

play05:26

get started with gamification

play05:28

as always I am happy to be a resource

play05:30

for you a sounding board

play05:32

check out well played podcast subscribe

play05:35

to this channel give it a thumbs up down

play05:38

below I would love to hear from all of

play05:40

you on what are some of the myths that

play05:42

you had before starting your gamified

play05:44

class if you're already a game of fire

play05:46

and if you're not a game of fire what

play05:48

other questions do you have down below

play05:50

there's also a link to a forum where you

play05:52

guys can ask me questions I call them

play05:54

crew questions and I like to answer them

play05:56

on this channel I'd love to hear from

play05:58

you and help you get started gamifying

play06:01

because it is just fantastic that's all

play06:05

I have for you today thanks everyone for

play06:07

being part of this channel it is so

play06:09

awesome having you guys here

play06:11

each and every week that's all I got for

play06:14

you today

play06:14

take care

play06:16

[Music]

Rate This
★
★
★
★
★

5.0 / 5 (0 votes)

Étiquettes Connexes
GamificationEducationMythsEngagementCourse DesignGame MechanicsLesson PlanningProfessional DevelopmentStudent AgencyNon-DigitalPedagogy
Besoin d'un résumé en anglais ?