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Game On : Action Research in a Game-Based Classroom

Learn how integrating game-based learning in the classroom increases student motivation and engagement. Discover key takeaways from research and practical implementation strategies. Contact Kelli Stair for more information.

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Game On : Action Research in a Game-Based Classroom

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  1. Game On: Action Research in a Game-Based Classroom Presented by: Kelli Stair, MEd. Integrating Technology kstair@concord.k12.in.us @gamemasterstair

  2. My Classes: Freshman Academy Who we are: ISTEP, grades, and teacher recommendations Demographics: High ESL and Spec Ed Small classes/ English, Reading, Algebra, and Biology Teachers share all students   Motivation as a Key Component to Success

  3. Experience Game-Based Learning

  4. Key Takeaways from Research: Fall 2015 1. Student motivation increased. 76% of students felt an increase in motivation, with 29% expressing a big increase in motivation. The other 24% indicated the same or neutral responses. NOT ONE STUDENT INDICATED A DECREASE IN MOTIVATION AS A RESULT OF THIS FORMAT.

  5. 2. Game-based features influence student motivation to do work. Key Takeaways from Research

  6. Key Takeaways from Research 3. Many students worked harder than they otherwise would have. 71/78 students won the game with 3500XP. [29/78 had a D or F in 8th grade LA.] • 4 of the 7 who did not win were within 500XP. • All students achieved at least 61% of 3500XP. • 26/78 students had 4000XP or more, 14% more work than winning required. • 6 students reached UBERWIN goal of 5000XP: 42% more work

  7. Key Takeaways from Research 4. Progress and Growth Mindset • Weekly levels and rank level-ups= small goals towards an overall Game-Winning Goal. • No averages of grades; nothing counts against, only for more XP. • No zeroes or low scores to take from previous success. • Mastery grading, returned quests, mandatory quest--personal narrative. • XP, level-ups, mastery grading all contribute to developing growth mindset.

  8. Key Takeaways from Research 5. Failures/mistakes become an acceptable step in learning. • 37% of students in 8th grade had a D or F in English. • CONTROL was the biggest factor in student attitudes about overall  failure: When teachers had all the control, students weren’t concerned about failing. • Mastery Learning= Student Control • How much XP, which quests, how much time on quests (at home/ bonus) • Returned Quests

  9. Main Ideas for Implementation • Reframe class as a game • Dave Burgess: Power of Reframing • No homework, no essays, no tests, no assignments, no due dates • Students must have Choice • Jane McGonigal: No choice= no game • Play how YOU want; I offer strategies if needed • Universal Design for Learning (Backwards Design) • Focus and Organization • Prerequisites, badges, show vs no show: clutter • Advantage: Many Players • English (readers & writers) (advantage over each other and content) • Gamers, hard workers, team players/collaborators, strategizers • Advantage over the game

  10. Final Results: Uber Wins: 1st-6 2nd-8 3rd-5 1: all 3 4: 2 of 3 7: 1 of 3 9325/5000XP!!!

  11. Action Research Document: HERE Please feel free to contact me with questions, inspirations, comments, or if you’d like to know more about how to create your own game-based class: kstair@concord.k12.in.us 3D Game Lab Software: REZZLY.COM [great tutorials through the software]

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