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Final Project for Gamification Level 2 Certification Rob Robinson
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Class room Gamification

Feb 19, 2017

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Rob Robinson
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Page 1: Class room Gamification

Final Project for Gamification Level 2 Certification

Rob Robinson

Page 2: Class room Gamification

In the Class RoomPROBLEM SOLUTION

Not all students are engaged in their classes be it math, science, history, etc. Some students enjoy specific subjects and work harder to do well in them while others do not and simply work to pass the class.

Over all grades are median and students are fine with just passing to get it over with.

Create an easy system to encourage students to do well in class by doing well in a game.

Gamify studying, tests, grades, and promote studying and learning both inside and outside the classroom. Thus allowing for casual players and more strategic players to find enjoyment in a subject they might otherwise not enjoy, while helping students learn and make friends.

Page 3: Class room Gamification

Average High School students can be so caught up in their lives and what is going on that they get bored with class or find it lacking excitement. They are not engaging fully and can be easily distracted resulting in poor grades and even

lowered interest in class.

Page 4: Class room Gamification

Average high school class size varies per state for self-contained and departmentalized classes. Self–contained

classes are defined as instruction to the same group of students all or most of the day in multiple subjects, and departmentalized instruction is defined as instruction to

several classes of different students most or all of the day in one or more subjects. The US average Self-contained averages

17.7 students while Departmental averages 24.2 students.

Page 5: Class room Gamification

Class Room ClashEssentially a modified version of Battleship in a tournament style

structure.

Students are each given a paper with two 10x10 grids, one grid larger than the other. They are told to pick 3 spaces vertically or horizontally, not diagonally, on the larger grid, then write their names on the back of the paper.

Teacher collects papers, takes note of each players position in a master list, then tells class to pair up. If even number of students, class is fully paired. If odd number of students, last remaining student teams up with the teacher. Teacher takes note of what pair they are in, in master list.

Whoever you are teamed up with is now your opponent in Class Room Clash. Teacher then passes student papers back to them so they can keep track of games and who their opponent is. If a student is paired against the teacher, student picks new location on new grid paper, makes note on separate paper that is then sealed and given to teacher to ensure honesty, and the games commence.

Page 6: Class room Gamification

Class Room ClashEach student now has 1 ship that takes up 3 spaces vertically or diagonally. 3

hits mean your ship is sunk.

Players cannot move their ship and cannot attack unless they have Ammo to use. Players earn ammo from quizzes and tests. Teacher will keep track of how much ammo each student has.

Example Pass a quiz, get 1 ammo, pass a test get ammo equal to passing grade, A=5, B=4, C=3. Possibility that bonus questions grant ammo at teacher’s discretion. If teacher is paired against student, teacher earns ammo equal to the amount student earns.

Players must use all of their ammo upon receiving it so it can be tracked. Special exception for students who are absent on days ammo is received. Those games are “Paused” and will commence the next time both players are in class.

Should a game last longer than 50 shots each, game enters Sudden Death mode. In Sudden Death players take 1 shot at a time, going back and forth, until a winner is decided. Sudden Death is standard battle ship rules and will prevent games from lasting too long, ensuring more games are played.

Page 7: Class room Gamification

Students can work in teams or solo to study thereby inspiring comradery among them and can effectively have people make new friends to study with or help them with problem areas. Students get Feedback from their scores, get to work with and compete against their Friends, and have Fun while still learning required material.

Works well for Achievers by inspiring a strive for better grades, getting the achievement “badges”, and making friends. For Killers , actions are known publically in class, can be a fun competition with distinct winners and losers. Socializers get to work with teams if you choose to, study with team to get more ammo, make new friends to help and who you can help. The Explorers get the sense that you are exploring the map to find the enemy.

Page 8: Class room Gamification

Achievements for making it to higher rounds, getting multiple

A’s on tests, being in a team, being the last one to survive, the first one out, etc. This motivates students to do well in class and

the game but still rewards them should they not do well in the

game. Possible bonus points on tests/final

Leader boards for who has highest average grade, fired most shots,

landed most hits, etc. Adds fun way of tracking who is doing well

and motivates students to do well in class as well as the game.

Rewards for top students in multiple categories such as 10

bonus points on final for games final winner, 5 bonus points for

last 3 remaining players, 5 bonus points for the player with the

fastest win, etc. Grants students opportunity for real rewards for

participating, doing well in multiple aspects, and having fun.

Page 9: Class room Gamification

Conclusion By gamifying in a more meaningful way than just

adding badges, we are getting the students to engage in studying and actively participating in class. Students have the ability to positively affect their grades while keeping them interested in the subject. If they are still mainly focused on just passing the class, at least they can have some fun doing it and maybe even take away some fun facts.

All image via Google images. Slide 4 data https://nces.ed.gov/surveys/sass/tables/sass1112_2013314_t1s_007.asp

Page 10: Class room Gamification

Thank You

Rob Robinson

Innovator, Problem Solver, Creative Thinker

See my work @ Robtheprodigy.comin/rrobinson31