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How many times have we all been told that you *NEED* a marketing budget or that you *NEED* someone on full time PR to make people take notice? Knowledge has become increasingly abundant, giving educators the opportunity to make the school world look more like the real world. With an abundance mindset, we can create click-through spaces in our schools and in our curriculum.
Highlights from the first class of startups backed by the Leap AXLR8R incubator, which are using Leap Motion to change people's lives. This year we assembled a panel of students at the Google Apps for Education (GAFE) Vancouver Summit we hosted at Mulgrave School. Whether you're new to rubrics, or you've used them for years without knowing their formal names, it may be time for a primer on rubric terminology.
Research looking at how games could be used to assess the process of learning is pushing test makers to question what's important to test and how to most fairly evaluate students. As students and administrators seek anytime, anywhere access to the cloud, higher ed IT teams must face their fears and get to work. Frank is a social media journalist for the CDW family of technology magazine websites. Gamification—the incorporation of game elements into nongame settings—drives engagement in topics that might otherwise not grab students.
An app being tested at the university directs students' attention to sustainability efforts. While newer implementations of gamification are popping up every day, the concept itself is more than 100 years old. Gamification, for the uninitiated, is an often misunderstood concept that can quickly lead to poor implementation by well-intentioned teachers or developers, and then frustration for those who are forced to participate in the process. Every game has different elements to it, some are more universal, while some might be restricted to certain types of games. This list was adapted from notes taken during Kevin Werbach’s excellent Gamification course which is offered for free on Coursera.
For many teachers, including myself, the idea of gamifying classes is both exciting and daunting. All of these points given and taken away are customizable on the back end of Classcraft, and you’ll want to spend some time determining what will and will not work for your class before you start.



When you create a Classcraft account, you will find a lot of tutorials to help you get started.
Students also work together in teams, so if one student isn’t holding up their end of the bargain, the whole team may suffer for it. After you understand the mechanics of the game, you have to understand how to implement it in your class. You might also choose to say that if Classcraft is projected on the wall, students can gain points. Certain assignments or classroom policies may always be tied into the game, while certain activities may not.
Incredibly, Classcraft is free to users and allows for a great versatility inside of the free model. If you have ways that you’ve used Classcraft OR other gamifying techniques, let me know in the comments.
Being organized in the modern day may seem daunting at times, but there are amazing resources out there designed to help you take control of your personal and professional life.
I started testing this out with my year 9 and 10 students in the past few weeks to trial it for next year, and so far the kids are loving it. We can empower students to direct their own learning and to take full advantage of the unlimited courses and access they already have outside of school. But at the same time, game-based learning is challenging the psychometric field to move into the 21st century. Students interact with a map through tablets or smartphones to find environmental hot spots, where they’ll find QR codes which can be scanned to unlock videos, information or games that further their educational quests. Just when we start to wrap our heads around what gamification is, we then have to deal with HOW to implement it.
There are much simpler ways to gamify your class, but if you’re looking to dive in head-first, consider spending some time with Classcraft.
If it isn’t, the Gamemaster can pick and choose when points are awarded or taken away. One of the rules can be that the Gamemaster can change the rules at any time, but that DOES need to be established. They have also developed freemium and paid models, but I would recommend experimenting with the free model first.


Classcraft is NOT the type of thing you can experiment with for a week and then forget about for a couple of weeks, and then bring it back in if a couple of students aren’t behaving. The beautiful thing about these activities is that they can be fully customized to suit your classes needs, and with just a little bit of nurturing you may find that your students are more engaged than ever. By shifting from a scarcity mindset to one of abundance, we can move from school world to real world. The data analytics available to educators now are changing the landscape for psychometricians, who need to evolve a new set of tools to measure the principles important to the discipline a€” reliability, generalizability, comparability and validity a€” within a new context. You can apply elements of gaming to things like paying bills, saving energy, eating right, battling depression, meeting new people, and of course, education. Some intrepid teachers choose to create Google Forms to keep track of everything, but the sheer size and expandability of the process can quickly let such a project collapse on itself.
Students can use these points for bonuses (hall passes, access to notes on a quiz), or to help out struggling teammates. Because the points, bonuses, and pretty much everything else are all customizable, you can form it to match the needs of your class. It should be integrated into your class and it ought to be built into your lesson plans as well. I think once we can get over the intimidation factor of the learning curve, there’s a LOT we can do with this. Students can get points for answering questions correctly, volunteering to do a problem, etc.
Though I haven’t implemented it myself, I have played some in-depth games before, and you DO NOT want to upset an involved player.
Searching for gamification options on sites like Edutopia.org or listening to podcasts like EdGamer are also great starts.
Alternately, they may lose points for coming to class late, not doing their homework, and so on. I will also bring you other gamification options in the future, so make sure to follow EdTech.tv on Facebook or Twitter, or sign up for the mailing list below.



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