GamifyClassroom Crowdsourced Ebook r2
GamifyClassroom Crowdsourced Ebook r2
GamifyClassroom Crowdsourced Ebook r2
Gamification in the classroom is not a new concept. In fact, students have been playing games in
class way before we recognized “gamification” as a word. Since almost 155 million Americans play
video games on a regular basis, it makes sense to bring the concept to school, where students spend
much of their time. If you’re struggling to figure out how to incorporate this method to enhance
student learning, we’ve got you covered.
This eBook was created to provide fun and effective gamification strategies to try in the classroom.
The best part? It’s a compilation of ideas directly the Schoology community—diverse educators from
across the country.
When it comes to gamifying learning, these teachers have all the cheat codes.
Self-Paced Gamification for
Elementary Students
At the same time, I could pull strategy groups to provide students with
additional assistance and also have students become leaders by assisting
their peers. After completing all challenges, they would earn point values.
If they surpassed a certain value, students would receive a badge!
Students worked through the challenges to not just learn the material
but get the highest amount of points. Our scale worked from Rookie
(50 points) to All-Star (125 points) status. After completing all required
challenges, students unlocked bonus challenges. This became students’
mission, as they would receive an exclusive top secret badge after
completing the challenges. Throughout entire units, students were
engaged in cognitively complex tasks.
Making It Fun For Everyone
I also gamified my Summer School curriculum using Schoology and choice/game boards. Each week, students would choose
a character on a game board that would allow them to choose what they were going to write about for the week (the class was
Composition). For example, in one week, students could choose to write a literary analysis paper on one of five topics including
Arthurian literature, popular poetry, or a short story. They were all working on the same writing standards, but the process and
the materials they were using were different and chosen by them. Engagement was much higher than in previous years; many
more students completed their work each week.
Engagement with the gamified lessons and units that I have done so far has been great! The competition led students to be
engaged and to coach one another. Students also were able to show mastery on skills without the pressure of traditional tests.
When my co-teacher and I gamified our Hitchhiker’s Guide to the Galaxy unit, students chose how to interact with the text while
reading (i.e. Cornell Notes, Sketchnotes, Journaling) and also had choices on how to show mastery on comprehension and
theme (i.e. essay, one-pager, multiple choice test, etc.). This allowed studentsto show mastery in the way that worked best for
them.
Gamifying Language Class to make it
Engaging and Relatable
The students were highly engaged in the story and excited to do the work
to earn the badges. The students showed off their digital badges and were
even more excited when they earned a rare physical (sticker) badge! The
students also found the story of a contemporary middle school student
with social media and a smartphone more relatable than the characters
the old textbooks portrayed, which were frequently out dated and
awkward with forced situations. I tried to make the situations as realistic
as possible; including anecdotes from my own time living in Austria and
needing to know the information they were learning.
Technology Knowledge Challenge -
At Trilogy of Transformation
I use a relay race to review for assessments. I put a test/quiz for each topic
in one folder with completion rules. They must complete them in order
and they must score 100%, with up to 20 attempts. They are placed in
teams and are only allowed to use one laptop. They look at the questions Nekeila Mangrum
together and find the solutions. They are not allowed to communicate Math Teacher
with anyone outside of their team. I monitor from my laptop and keep
Green Run High School, VA
score on the board. The first team to finish all modules with 100% wins
the race.
Students are competitive and enjoy the activity. They have multiple
attempts to get the problems correct so this helps with retention. The first
time takes a little training, but after that the activity runs itself. Because
students are all using one device to complete the activity, they must all
agree on answers before they submit so they have to discuss the work and
this helps clear up misconceptions. Peer to peer learning is very effective
in this activity.
Welcome to 8th ELA: The Game
I’ve done my best to gamify my first week of school. Since I don’t know
my students at that point in the year, I appreciate the flexibility in timing;
some students can work through the content really quickly and others
can re-read and review content. This is especially useful when we review Alissa Warren
Accelerated Reader. New students to our school need A LOT of support Teacher and Team
with these expectations, whereas returning students can jump right to the Specialist
end of the “exploration.”
Denver Public Schools,
Hill Campus of Arts &
I believe the impact is that it gives students more ownership over the
Sciences, CO
expectations. When students forget my independent reading expectations,
the burden is on them, not that I “didn’t cover that” or I “went to fast” or
“didn’t explain it well.” So, I do think it helps the content stick a little bit
better. I will say, I don’t gamify a good majority of my content, so when I do
present material in that way, the novelty does impact buy-in. If I were to
use this method regularly, I don’t know if I’d get the same results.
Gamified PD - Engaging All Teachers
Since our student orientation course is not required, it’s been a challenge
to get students to complete it. With gamification, we went from about 25%
participation to 75%, and many students not only complete the basics in
order to earn their Schoology badge, they also compete in extra challenges
in order to earn more badges and chances for prizes. The grand prize is a
free online course, so that certainly gets their attention! The last challenge
for the basic Schoology badge asks students to answer questions about
what they found most interesting about Schoology. Here’s a typical
response: “The most helpful thing was how easy it makes online learning. I
thought it was going to be more complicated.”
Treasure Chest
Students were very engaged to retrieve the combination for the lock.
Obviously, the rewards motivated them and it made it like a treasure
hunt. The actual trunk made it real to them in the classroom. In addition,
seeing their classmates open the trunk and enjoy the incentives gave them
additional drive to complete the tasks.
Gamifying Your Reading Class
I have done it with the 40 Book Badge Challenge in reading class that
included badges. I created specific folders for each genre. Within
each folder, students had specific standards they needed to show an
understanding of. I created Playposit videos, tests, and then had students
Christina Nording
create a tech project on the specific standard based on the book in that Library Media Technology
genre they read. Students needed to follow the completion rules within Specialist
Schoology to go onto the next task. The kids LOVED it! Madison Metropolitan
School District, WI
Students were more engaged, the standardized test scores increased.
Students retained the information longer, too.
Creating Point Values to Motivate
Students
Assignments are created and curated all on Schoology, where I use a folder
to group each activity/assignment and then place individual challenges
and tasks inside the folder, as this allows me to set student completion
requirements and progress requirements before students can move on. I
allow students multiple attempts at quizzes and allow them to see their
results so they can learn that failure and mistakes are acceptable as long
as they go back, find their errors, and correct them. I love this function
of Schoology because it allows me to care less about a “grade” and care
more about student learning and progress. Students are encouraged to
keep trying because they want to earn the points for the assignments and
tasks, but also because in time they realize it is preparing them for the
final/summative task which represents majority of their overall grade.
Student Completion for the Win!
So there you have it: fourteen different gamification ideas from real educators who work with real
students everyday. This further proves that there’s no single way to gamify learning, and activities
will resonate with students differently. You’ll never know what works if you don’t try, though. Take
a few ideas from here or use them as inspiration to create your own game using digital tools in the
classroom. As always, we love to hear your ideas. Share them with us on Twitter @Schoology.
Learn more about how you can gamify your classroom with
Schoology’s LMS
LEARN MORE