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Discover a world of  Gamification  & Learning  ‍

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gamification COMPONENTS

A selection of internal and external motivators used in games, and other components used in gaming education.

About US

Click on our photos to see more information about each of us.

Ashley's story

Did you know, other than primates, sea otters are one of the few animals that know how to use tools?  We as educators should follow suit and use the tools offered to us. Technology is quickly becoming the most easily accessible tool and it needs to be used. As a first year Med in Learning Design and Technology student, I want to learn and access technology tools in order to better my teaching practice and increase engagement and learning for students.

My Skills

 Schoology                                                                                                                 100%
Google Classroom                                                                 80%
Mornings Without Coffee                               70%
Educational Theory                                                                        85%

My Hobbies

Running

Pinterest

Hiking

Other Info

Aloha! My name is Ashley Callahan. I have 6+ years as an educator in title one intermediate schools. I have taught 6th grade Science, 8th grade Science, AVID elective and STEM elective. Currently, at the University of Hawai’I at Manoa working towards a MEd in Learning Design and Technology in hopes to become an instructional coach or curriculum coordinator. 
My educational theory is that all students can and should be brought up to become self-sufficient 21st century learners, in hopes that they will in turn become productive members of a technology based society.

Matthew's story

In a world where technology and education have collided. Where learning has become digitized. One man must bring order to the chaos. He will embark on the journey of Graduate Student at University of Hawaii at Manoa, and a hero will rise with a MEd in Learning Design and Technology... Things are about to get interesting…

My Skills

 Communication                                                                                                     100%
Photoshop                                                                                   80%
‍TEDtalks                                                                  70%
Epistemology                                                                                     85%

My Hobbies

Photography

Cosmology

Mind Maps

Other Info

A collection of TEDtalks which have been organized by theme

Jared's story

It could be said that the subject is contextualised into a neomaterialist narrative that includes sexuality as a reality. La Tournier states that the works of Smith are an example of mythopoetical nationalism.

Therefore, the premise of constructive theory holds that the purpose of the writer is deconstruction. Foucault uses the term ‘constructive narrative’ to denote the fatal flaw, and hence the economy, of pretextual class.

My Skills

 Webflow                                                                                                                    100%
Photoshop                                                                                   80%
Illustrator                                                                    70%
HTML 5                                                                                                  85%

My Hobbies

Painting

Traveling

Rocket Science

Other Info

The main theme of the works of Smith is a self-sufficient whole. It could be said that Sontag uses the term ‘textual capitalism’ to denote not theory, but posttheory.

Lyotard’s analysis of constructive theory states that society, perhaps surprisingly, has significance.However, Bataille suggests the use of subdialectic dematerialism to attack and modify culture. Many theories concerning neomaterialist narrative may be discovered.

It could be said that Baudrillard uses the term ‘constructive theory’ to denote the role of the observer as artist. The subject is contextualised into a neomaterialist narrative that includes reality as a totality.

example Products

A selection of games used in education

Guide students on a learning quest

Create structures in a 3D environment

In World of Warcraft, players take on the role of heroes, choosing characters such as elves, dwarves and orcs, as they fight against enemies, forge alliances through guilds to coordinate attacks, and foray throughout the world of Azeroth. The players advance to higher levels by earning experience points by killing monsters, exploring new places and completing quests. Adopting this popular MMORPG in the “World of Classroom”, instead of earning grades, students earn experience points. Instead of doing assignments, they go on quests. Instead of using paper, they use Moodle. The students move at their own pace through the learning modules, and each student's experience points overall and by assignment are recorded and used for assessment.
MinecraftEdu is “a school-ready remix of the original smash hit game Minecraft” (MinecraftEdu, 2015). Minecraft Education Edition - Bring Minecraft to the Classroom! MinecraftEdu has a simple goal– students create structures in a 3D environment (think of it as virtual Lego). Minecraft differs from other video games not only in its simple, pixilated appearance (the graphics are not particularly flashy), but because the objective is to design and construct things, rather than destroy things. What makes Minecraft particularly suited to educational use is its open environment – it’s a “sandbox” or “free-roam” game. It can be used as a tool to engage and teach numerous skills, including building, designing, communicating and programming, and across a range of subjects, such as history (The Seven Wonders of the Ancient World - recreating in Minecraft), math, biology and physics. The (Minecraft) sky’s the limit!
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.
The use of 3-D virtual worlds in education has increased in recent years. In particular, the virtual world of Second Life, which launched in 2003, has increasingly been used by educators to teach students, conduct class, and to explore the unique opportunities virtual worlds may present for teaching and learning.Second Life is an online, three-dimensional virtual environment in which users take on the form of an avatar, a representation of the user, and then interact with other users in the synthetic environment. Users are encouraged to truly live a second life by purchasing clothing, constructing buildings and other items such as cars and landscape, and by meeting and visiting new people. Second Life is not a game; there are no objectives to achieve or levels to complete. Instead, it is a virtual world accessible through the Internet which presents a 3D, virtual platform in which individuals and groups can meet to create and collaborate.  Educators have been drawn to 3D virtual worlds for a number of reasons. As 3D immersive worlds provide opportunities for synchronous communication and collaboration, a prevailing reason to investigate 3D worlds is their use as a tool for distance learning. Educators are also looking to virtual worlds for their potential to foster experiential and constructivist learning. Constructivist learning holds that knowledge is constructed by learners rather than transmitted and that discussion encourages negotiation and collaboration among learners. Research indicated that 3D virtual environments could potentially provide safe environments whereby students could learn by doing.
Class Dojo is an online classroom-management platform that helps teachers record and track their students' behaviors in real time while also giving students instant feedback. With one touch of a smartphone or computer button, teachers can instantly award (or take away) points and badges based on student’s behavior or participation; it gives students and parents access to a profile page that is updated in real-time to display how the student is doing in class, and what badges/points she/he earned in class (e.g., for helping other students, for showing great creativity). During class, Class Dojo’s reward system provides instant visual notifications for students to see (‘Well done Ash! +1 for helping others!’). This tool is based on a whole host of game mechanics: think level-ups, badges and achievements to unlock, in-classroom games, avatars (cute and customizable!) and leaderboards. These “game-like” notifications make students aware of their achievement, recognize the correct choices they made, and reinforce their understanding of the behaviors/skills necessary to succeed in class. The neurological response that a student gets from successfully meeting challenges in class, makes it all the more likely that he will develop the intrinsic motivation to persevere in future situations.

‍Transform any classroom into a role-playing game

Meet online for 
virtual classes 

In World of Warcraft, players take on the role of heroes, choosing characters such as elves, dwarves and orcs, as they fight against enemies, forge alliances through guilds to coordinate attacks, and foray throughout the world of Azeroth. The players advance to higher levels by earning experience points by killing monsters, exploring new places and completing quests. Adopting this popular MMORPG in the “World of Classroom”, instead of earning grades, students earn experience points. Instead of doing assignments, they go on quests. Instead of using paper, they use Moodle. The students move at their own pace through the learning modules, and each student's experience points overall and by assignment are recorded and used for assessment.
MinecraftEdu is “a school-ready remix of the original smash hit game Minecraft” (MinecraftEdu, 2015). Minecraft Education Edition - Bring Minecraft to the Classroom! MinecraftEdu has a simple goal– students create structures in a 3D environment (think of it as virtual Lego). Minecraft differs from other video games not only in its simple, pixilated appearance (the graphics are not particularly flashy), but because the objective is to design and construct things, rather than destroy things. What makes Minecraft particularly suited to educational use is its open environment – it’s a “sandbox” or “free-roam” game. It can be used as a tool to engage and teach numerous skills, including building, designing, communicating and programming, and across a range of subjects, such as history (The Seven Wonders of the Ancient World - recreating in Minecraft), math, biology and physics. The (Minecraft) sky’s the limit!
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.

Track and manage
 behavior

Meet online for 
virtual classes 

In World of Warcraft, players take on the role of heroes, choosing characters such as elves, dwarves and orcs, as they fight against enemies, forge alliances through guilds to coordinate attacks, and foray throughout the world of Azeroth. The players advance to higher levels by earning experience points by killing monsters, exploring new places and completing quests. Adopting this popular MMORPG in the “World of Classroom”, instead of earning grades, students earn experience points. Instead of doing assignments, they go on quests. Instead of using paper, they use Moodle. The students move at their own pace through the learning modules, and each student's experience points overall and by assignment are recorded and used for assessment.
MinecraftEdu is “a school-ready remix of the original smash hit game Minecraft” (MinecraftEdu, 2015). Minecraft Education Edition - Bring Minecraft to the Classroom! MinecraftEdu has a simple goal– students create structures in a 3D environment (think of it as virtual Lego). Minecraft differs from other video games not only in its simple, pixilated appearance (the graphics are not particularly flashy), but because the objective is to design and construct things, rather than destroy things. What makes Minecraft particularly suited to educational use is its open environment – it’s a “sandbox” or “free-roam” game. It can be used as a tool to engage and teach numerous skills, including building, designing, communicating and programming, and across a range of subjects, such as history (The Seven Wonders of the Ancient World - recreating in Minecraft), math, biology and physics. The (Minecraft) sky’s the limit!
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.

Our Sources

A review of our sources and annotations using PowToon

Click on the tabs below to see a short animation explaining the publication.

Delwiche A.

Massively multiplayer online games (MMOs) in the new media classroom


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Reinhardt, J. and Sykes, J.

Digital game and play activity in L2
teaching and learning

Link to article

Bierre K.

Implementing a Game Design Course as a Multiplayer Game

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Dominguez et al

Gamifying learning experiences: Practical Implications & Outcomes

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