XP, QUESTS, PVP Oh My: #GAMIFICATION VOCAB

mrmatera
16 Oct 201705:16

Summary

TLDRIn this video, the presenter explores essential gamer terminology for gamification in education. Key terms like XP (Experience Points), avatar, guild, badges, and quests are explained in the context of a gamified classroom. The speaker discusses how these terms can be adapted to create a shared language that enhances engagement and collaboration among students. The video also touches on concepts like PvE (Player vs. Environment) and PvP (Player vs. Player), and explains how to incorporate them into classroom activities. The goal is to empower educators with the vocabulary needed to design interactive, game-based learning experiences.

Takeaways

  • πŸ˜€ You don't need to know all the gamer terminology; you can make up your own language for your game.
  • πŸ˜€ A shared language in a gamified classroom helps students connect and engage more effectively.
  • πŸ˜€ XP (Experience Points) represent a student's progression and can be used to level up their character in a game-based classroom.
  • πŸ˜€ An avatar is a representation of a student's character in the game, which can be customized and upgraded.
  • πŸ˜€ 'Guild' or 'Squad' is the gamified term for a group of students in a classroom setting.
  • πŸ˜€ Teachers can use terms like 'guild' or 'house' to create engaging student groups, similar to the Harry Potter house system.
  • πŸ˜€ Items in a gamified classroom are power-ups or tools that make each student unique, while badges symbolize achievements.
  • πŸ˜€ PvE (Player vs. Environment) refers to situations where students interact with environmental challenges in the game.
  • πŸ˜€ PvP (Player vs. Player) refers to competitive interactions between students within the game.
  • πŸ˜€ Quests are tasks or missions that students complete in a gamified setting; they can be required or optional.
  • πŸ˜€ Different types of quests include solo quests (individual), pickup quests (collaborative), and guild quests (group-based).

Q & A

  • What is the significance of XP (Experience Points) in gamification?

    -XP (Experience Points) are used to measure a player's progress and help level up characters within a game. In gamified education, XP allows students to track their learning and achievements as they progress.

  • What does the term 'avatar' mean in a gamified classroom?

    -An avatar refers to a student's in-game representation or character. It can be customized and serves as a way for students to visually represent themselves in a gamified learning environment.

  • How does the concept of a 'guild' relate to group work in gamified education?

    -In gamified education, a 'guild' is a term used for a group or team of students. It mirrors traditional group work but with a game-inspired structure, offering a fun and engaging way to collaborate.

  • What is the difference between 'items' and 'badges' in gamification?

    -'Items' are special power-ups or objects that enhance a player's abilities or traits, while 'badges' are symbolic markers of achievement or status, representing milestones reached during the game.

  • What does PvE (Player vs Environment) mean in a gamified classroom?

    -PvE refers to tasks or challenges where students interact with the game environment or content, such as completing activities designed by the teacher, without directly competing against other students.

  • How is PvP (Player vs Player) different from PvE?

    -PvP focuses on direct interaction between students, often involving competition or collaboration between players, while PvE involves students interacting with the game environment or tasks independently.

  • What are quests in the context of gamified learning?

    -Quests are tasks or activities that students must complete within the gamified learning framework. They can be required (missions) or optional (side quests), depending on the design of the classroom game.

  • What is the purpose of solo quests in gamified education?

    -Solo quests are individual tasks that students must complete on their own. These quests encourage independent learning and personal achievement within the gamified system.

  • How do pickup quests differ from solo quests in gamification?

    -Pickup quests are tasks that students can choose to complete with a partner or group, offering more collaborative opportunities. In contrast, solo quests are independent tasks that do not require collaboration.

  • What are guild quests, and how do they function in a gamified classroom?

    -Guild quests are group-based tasks where students must work together as part of their guild or team to complete challenges. These quests promote teamwork and collective problem-solving within the gamified environment.

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GamificationXPEducationAvatarClassroomGame DesignPlayer InteractionQuest DesignStudent EngagementLearning Tools