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Classroom Game Master Tips, Tricks, and Tools to Help Busy Educators Create Game-Inspired Learning Experiences
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Page 1: Classroom Game Master

Classroom Game MasterTips, Tricks, and Tools to Help Busy Educators Create Game-Inspired

Learning Experiences

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This session is also a game!

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To Play:

1. Go to: http://tinyurl.com/nccatgame 2. Go to File —> Make A Copy! 3. When you have completed a quest, put an X in the cell. 4. There are hints on slides that connect to specific quests! 5. If you don’t have Twitter, use the backchannel:

https://todaysmeet.com/nccatgame

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Your Play Board

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@alicekeeleralicekeeler.com

Shout Out!

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www.edurealms.com

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What is a game?

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Common Elements of Games

Goals

Rules

Artificial Barriers

Voluntary Participation

Feedback SystemStory

Win-LossChallenge

InteractionCompetition

Chance

Conflict/Cooperation

Fun

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“A game is a system in which players engage in an artificial conflict, defined by rules, that

results in a quantifiable outcome.”

- Salen and Zimmerman

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Learning Spaces as

Game Spaces

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Gamification

BadgesLeaderboards

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It’s not a silver bullet.

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Taking Learning Beyond Simple Gamification

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Story Elements and Role-play

Identify your learning goals in the context of a real/fictional story world.

If this lesson/unit were a movie or fictional novel, what would it involve?

Plot? Theme?What roles will/can my learners play?

How can I guide and move the story forward?

Questions to help:

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Chance and Uncertainty

Incorporate elements of uncertainty, novelty, mystery, and surprise into the lesson/unit.

What aspects of the lesson are non-negotiable? What aspects can be randomized?

What actions will trigger chance events?

Questions to help:

Are there opportunities for elements that are simply fun or silly?

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Choice and Pathways

Design in such a way that learners have multiple pathways that lead to the same learning outcomes.

How can I design the lesson in such a way that learners can customize their own experience?

Does the experience have to be the same for every learner?

Questions to help:

Can I incorporate bonus/side options for

learners who wish to go deeper?

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Rewards and Feedback

Provide feedback early and often. Rethink failure.

If a student fails can they re-try?

How can I help student-players gain a vision/desire for how to “win the class?”

Questions to help:

Is progress toward goals visible/tangible?

Do rewards impact the experience?

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Technology Not Required!

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But it helps!

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Here Are Some Tools!

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Google Apps!

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Badging Tools

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Classroom Tools

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Productivity/Apps

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…and a not-so-techy tool.

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A Great Example…

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Paul Darvasi (@pauldarvasi)

English Teacher in Toronto, Canada

Created The Ward Game based on Kasey’s One Flew

Over The Cuckoo’s Nest

“I saw an incredible level of engagement. Some of my

students became obsessed by the game.”

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Let’s Watch The Video!

https://vimeo.com/85625959

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Tips!

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Start Small! Capitalize on your passion! Leverage your students! Experiment and iterate!

Re-think assessment, grades, and failure. Have fun!!!