EDET 679 Week 10 Essential Question: How would you change the rubric for the final project to better reflect what is important in games?
I think one of the major things we were reflecting on these past few weeks were badges and quests. I think that somewhere in the rubric it should state how we are applying a “leveling up” system. For instance, when students move through different quests or “units,” they earn badges. Element 6 is “Skill scaffolding and mastery” and to meet the element, “different levels of the game build upon prior learned skills. Initial game play may be difficult but rewards are attainable.” I think that’s too broad, and should include more of those gaming elements. For instance, Haselwood’s view on how to set up gamified strategies:
“The badges are easy to keep up with in a classroom management system like Edmodo; students get a badge when they complete a “save checkpoint” (quiz) or win a “boss fight” (unit test).”
“The Market is a place where students could purchase unique items or “power-ups” to use in class, like Divine Intervention (students work together on a test), TARDIS (students can retake any test), or Potion of Wisdom (students can ask the teachers a question on a test).”
There are four aspects of gaming that are critical to include in a gamified classroom, and they are theme, setting, characters, and action (Matera, loc. 1015). Element 2 “Narrative Context/Storyline briefly explains part of them. To meet that element, “The context or storyline is apparent and continues throughout the game but there are limited opportunities to increase understanding of them.” I think we should include some of the aspects of gaming, or be more specific of what to include.
The last thing I think should be included in the rubric is the grading scale. How are we going to grade our students throughout this gamification experience? For instance if you use a percentage grading system:
- Tests – 45%
- Quizzes – 30%
- Homework -15%
- Participation -10%
How would this be converted to fit your theme?
Aviles suggests using the xp system. “You want your xp system to use big numbers because 1000xp is more fun to earn then 10xp. I use this system,” (Aviles, 2014)
- Epic Quests (Tests) – 1000xp
- Heroic Quests (Quizzes) – 500xp
- Side Quests (Hw) – 400xp
- Social Quests (Part/Disc) – 300p
These are the three things I think should be modified (or added), to make the rubric more narrow and focus on the critical elements.
Aviles, C. (2014, February 14). Gamify Your Class Level I: Xp Grading System – Teched Up Teacher. Retrieved November 09, 2016, from http://www.techedupteacher.com/gamify-your-class-level-i-xp-grading-system-2/
Haselwood, S. (2014, December 12). The Why’s and How’s of Gamifying Your Classroom (EdSurge News). Retrieved November 09, 2016, from https://www.edsurge.com/news/2014-12-12-the-why-s-and-how-s-of-gamifying-your-classroom
Matera, M. (2015). Explore like a pirate: Engage, enrich, and elevate your learners with gamification and game-inspired course design. Retrieved November 9, 2016.