Thursday, April 3, 2014

Games and Gamification

  • What are your thoughts/reactions to this implementation of the specific important development?
    I was impressed with how far Lee Sheldon took gaming in his classroom. My previous experience with gaming and gaming literature is usually centered around one or two activities embedded within the curriculum. I haven't read much about gaming being present for the whole semester. I also wondered how students really reacted to the course using "experience points" instead of grades. It seems like these points are some sort of hybrid between a traditional point system and a contract grading system. I'd be interested to know more.

  • What aspects of this implementation could you replicate in your future teaching? What aspects of this implementation would you alter or revise for your future teaching?
    I could see myself using something similar to the "zones" described here. I like the idea of grouping students into teams that will remain throughout the semester. These teams could serve as study partners as well as the semester-long groups for collaborative work.  I could imagine giving these teams case studies in which they'd compete to see who can appropriately diagnose the patient first. Perhaps the most efficient teams could be rewarded with dropping an assignment or with extra credit. I also liked the "farming for errors" idea but I think I would have to tread lightly with this activity. I would want the students to talk about the questionable validity of selected statements and decide as a group instead of individually prior to submitting them to me.

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