"We all have our moments of brilliance and glory and this was mine..."
-from "The Great Mouse Plot" by Roald Dahl
This past spring, revolutionizing my classroom became my biggest priority. For the last decade, my classroom has served as a pilot for numerous technology initiatives in Palm Springs Unified. My beloved Room 208 was the first middle school 24/7 classroom in the district, the first 2:1 iPad classroom in the district, one of the first BYOD classrooms in the district, and one of the first 1:1 Chromebook classrooms, too. I've rolled out a lot of new technology over the years, and worked to troubleshoot the workflow on a variety of devices with kids of all achievement levels. Through it all, constructivism has remained the "true north" of my pedagogy, and students making their own meaning has always been the goal.
Over the years, I've increased the amount of choice my students have in terms of task, team, technique, and time. I've given back 20% of their "work week" for entirely self-directed, ungraded research projects, and I've made digital storytelling a pillar of my classroom. Student voices have flourished - there is some absolutely incredible student-created content on my YouTube channel to prove it. And yet... Something has been missing. I won't say that I've been searching for a silver bullet for all of the challenges we face in education - because no such remedy exists. But there has been a missing element in my classroom, a missing piece of my professional practice and I've been searching for and hoping to find. And I think, maybe, I finally have it. Last semester in my graduate program, a lot of my thinking about gamification was refined to a workable idea, a grand mashup of everything I've learned over the course of three classes that have dealt with gamified curriculum. My thoughts deal specifically with the value of quest-based learning and how I can integrate Minecraft into my curriculum. For my final project, I developed the vision for my classroom next year. I also began the practical work of building out the components I need in order to make it come alive. Being a digital storyteller first and foremost, of course I chose to share my ideas via YouTube. Take a look:
So, that's my vision in a nutshell. I've already finished building out the first unit for Social Studies in Rezzly's 3D Game Lab. The Minecraft tasks I've embedded are meaningful and will give kids an authentic opportunity to problem-solve and create. ETIS assures me that a cart of Minecraft-ready devices will be delivered in the fall, the Minecraft: Education Edition usernames will be set up, and my journey to become redefine my classroom with gamification will truly begin.
I am so excited!
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Author: Jessica PackCalifornia Teacher of the Year. CUE Outstanding Educator 2015. DIGICOM Learning Teacher Consultant. 6th Grade Teacher. Passionate about gamification, Minecraft, digital story-telling, and fostering student voices. Download:Archives
June 2020
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