6135 - Educational Gaming Badging Program
6135 - Educational Gaming Badging Program
6135 - Educational Gaming Badging Program
March 20:
● Allyson created a planning document and sent it to the group.
March 22:
● The group continued to brainstorm ideas for the gaming/badging program, such as Work
From Home Tips and end-of-grade testing for classes.
March 23:
● Mindy drafted the description of context and problem.
● Stephanie aligned the problem and solution to AECT indicator and alignment.
March 24:
● Mindy drafted Module 1.
● Stephanie and Allyson continued to edit and revise the document.
March 29:
● Mindy added overviews of Modules 2, 3, 4, and 5.
March 30:
● Mindy drafted Module 1 assessment questions.
March 31:
● Stephanie created and uploaded the five badges for teacher achievement.
● Mindy created Google Slides Module.
● Allyson helped to update and expand upon various sections.
● Stephanie added in assessment forms for the assignments.
Problem Statement:
Instructional Context:
Charlotte-Mecklenburg Schools (CMS) is located in the Charlotte, North Carolina region and
provides academic instruction to more than 148,299 students in kindergarten through 12th
grade in 176 schools throughout the cities and towns of Mecklenburg County.
Total enrollment: 147,639
African-American 38.1%
American Indian 0.4%
Asian 6.6%
Hispanic 24.1%
Multiracial 2.5%
Pacific Islander 0.1%
White 28.0%
Historical Background:
Data from the 2018- 2019 end-of-grade tests that 61.9% of CMS 5th grade students met the
Science career and College readiness standards (North Carolina Department of Public
Instruction, 2019). With the pandemic beginning in March of 2020, many students missed
weeks of school due to rescheduling and lack of internet access. The 2020- 2021 school
year began with students working at home in an online environment. It is clear that many
students could not fully access the science curriculum due to various problems stemming
from the pandemic. To ensure growth, students need an engaging program that motivates
them to review 5th-grade science standards. To ensure student, teacher, and school buy-in
CMS has created an end-of-grade science gaming program for 5th-grade students.
Upon reading and studying the AECT standards, our team began designing a professional
development course that offers Charlotte-Mecklenburg Schools teachers the opportunity to
receive professional badges for completing the course and implementing essential review
strategies. Through this professional development course, teachers will be encouraged to
create their own review lessons as lead by the training team.
Our team decided to use the ADDIE model to plan out the instructional design.
Design: Gaming and Badge Modules (1-5) outlined in the ‘Product’ section below.
Implement: Trainers will introduce this professional development course to all fifth-grade
teachers at their individual schools. Teachers will then receive a deadline to complete each
module. There will be weekly check-ins through Google Meet and Google Forms.
Evaluation: At the end of this course, teachers will complete a course evaluation survey. The
survey will focus on course design and implementation. We will also ask for course
improvement ideas. Throughout the course timeline, trainers will schedule observations to view
the course in action and use any information collected to make necessary changes to the
course design. End-of-grade testing results can also serve as an evaluation tool.
Solution:
Our solution is designed to award teachers with digital badges for creating a content overview of
what students have learned throughout the school year, student engagement activities, and
student assessments (formative and summative) for each topic taught in 5th-grade science.
The badges will serve as a marker of progress for teachers on an individual basis. By collecting
badges, teachers will simultaneously challenge and assess their professional skills, design
principles, and serve as a creative outlet that can be shared among staff upon completion. The
idea of the badge.
According to McLeod (2020), the basis of this activity utilizes a Behaviorist learning theory – or a
created environment for learners (in this case the educators or teachers) to benefit from
stimulus-response activities that enhance overall behaviors or actions. Through the process of
action and reward, via the badge system, this has the potential for increased outcomes and
overall motivation for completing each task. The visual and internal satisfaction of receiving a
badge serves as a new and fresh way to encourage teachers in their educational development.
Furthermore, in regards to badging, a study (An Online Badging System Supporting Educators’
Learning) was conducted at Penn State University to determine the effectiveness of badging
systems to support K-12 educators’ learning. In their study, badges were defined as “an online,
visual representation of proof of learning experiences, or ‘micro-credentials,’ that document
expertise and skills.” The idea is that badges offer a level of objective, standardized
transparency to the achievements of educators within a school or institution. In essences, the
badges themselves prove learning and growth have happened.
In the study, 36 teachers were given the opportunity to participate in this badge reward system
in order to determine the benefits (or lack thereof). The results concluded that educators
enjoyed the system and provided them “short-term benefits with lifelong learning [principles].”
Other feedback was provided, but it was interesting to note the overwhelming preference for
collaboration and involvement among many teachers at once. The more participants at their
school at a time, led to an increase in their enjoyment and engagement in the system. For the
teachers that did not have fellow educators participating in their school, their feedback revolved
around requests for collaboration with other schools that had this type of system in place, for the
sake of commodity and accountability.
Overall, this study further solidified our passion for this project as a unique opportunity for
educators to work together to achieve quickly, purposefully, and in a fun way.
Product:
Assignment 1:
Using Canva, Piktochart, or Visme, create an infographic describing how
human body systems work together. All infographics must include:
● Digestive, circulatory, nervous, muscular, skeletal, and respiratory
systems
● Combine graphics and Text to create a clear message
Assignment 2:
● Discussion Post: Why should educators use games in the classroom?
What do you believe are key components to maximize the benefits of
games?
Assessment:
3. Which of the following is not a reason to add instructional games into the
science classroom?
A. To engage and motivate students
B. To help form deeper connections with content
C. To ease the planning load on the teacher
D. To increase students’ skill levels
4. What should the average word count be in an infographic?
A. 150 - 400 words
B. 500 - 750 words
C. 800 - 1,000 words
D. 1,000- 1,500 words
Within this module, teachers will learn how to create and assign weather-based
CMS Review Specialist: WebQuests to 5th-grade students successfully. Successful weather
Weather Badge WebQuests can allow students to explore different concepts such as convection
cells, air pressure, precipitation, and global winds. When used appropriately,
students can work at their own pace individually or as a group. This tool is a
fun way to add weather-based resources and research to the classroom.
Within this module, participants will learn how to assign virtual “field trips.’
CMS Review Specialist: Participants will learn how to access and assign rigorous virtual field trips to
Ecosystems Badge various ecosystems. Participants will learn how to navigate Discover Education
to find various virtual field trips. By the end of the module, participants will
assign and differentiate virtual field trips to 5th-grade students.
Badges:
References:
Ferlazzo, L. (2021, March 5). Response: Ways to use games effectively in the classroom.
Education Week. https://www.edweek.org/teaching-learning/opinion-response-ways-to-use-
games-effectively-in-the-classroom/2019/05.
Gordon, W. (2017, August 16). Using assessment data in the classroom. TeacherReady.
https://www.teacherready.org/using-assessment-data/.
Kibar, P. N., & Akkoyunlu, B. (2014, October 23). A new approach to equip students with visual
literacy skills: use of infographics in education . http://ecil2014.ilconf.org/wp-
content/uploads/sites/3/2016/11/ecil2014_abstracts.pdf#page=139.
North Carolina Department of Public Instruction. (2019). 2018–19 Performance and growth of
north carolina public schools executive summary (September 4, 2019) Retrieved March 23,
2021, from https://files.nc.gov/dpi/documents/accountability/reporting/exsumm19.pdf
Walton, Mary (2020, January 13). 7 steps to writing compelling infographic copy [infographic].
Visme Blog. https://visme.co/blog/how-to-write-an-infographic/.