Jessica Pack: Author. Speaker. Storyteller.
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Why #Gamification Matters: A Class Craft Tale

2/12/2015

4 Comments

 
There are a million reasons why I think gamification is an important tool for teachers to implement. I've read plenty of articles, set up a Tweet Deck column for #gamification, attended a phenomenal Minecraft session at #CUE14, and participated in a #caedchat to learn more. But, at the end of the day, there are a million reasons why I never really got the gamification ball rolling.  Here are a few:

  • Gamification is intimidating. How do you get beyond simply playing a game like Bingo, Jeopardy, etc.? And does it involve badges? (What are those?!)
  • Gamification is labor intensive. How do those people who have entire classroom systems and protocols find time to set all of that up? How much longer does it take to roll out to kids?
  • Gamification is unknown.  I'm not a gamer and never have been.  What are the principals of gaming? What is XP? What are hit points? Attack points? (Who are we attacking, anyway?!)

So, with all of these questions and a complete lack of experience, I felt stuck in a kind of ideological purgatory where my professional goal of gamification didn't really seem all that attainable. For a while, it was just easier to put this on the back burner and get on with app smashing, digital storytelling, and 20% projects.

Then, I had the chance to learn about Class Craft from Ricardo Higuera at EdCampPS - and I finally found my entry point into classroom gamification.

Mages, Warriors, and Healers: Oh, My!

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My husband grew up playing D&D and all kinds of other role playing games, but I grew up in farm country and we just sort of...went outside.  So, coming from the standpoint of having zero experience with role playing games, I was amazed to find that Class Craft is easy to understand.  It also has a user-friendly interface, and is versatile enough that it can be implemented in any classroom.

Essentially, students operate both individually and in teams.  They take on the roles of three different character classes: mages, warriors, and healers. Each team decides how to balance the roles within their group and generates their own "recipe" for success. Students earn "powers" specific to their character class, and throughout the day the teacher acts as the Game Master.  The Game Master has a lot more than just a rockin' job title - they award points and control different aspects of the game.  For example, students work to earn XP (experience points) which help level up their characters.  Leveling up is good because it unlocks more powers. The Game Master can also dock HP (health points) for negative behaviors and players use up AP (action points) as they utilize their powers throughout the period.  The thing I love most about Class Craft is that everything is 100% customizable.

Here's a quick screencast to show you how I have customized the game for my students:

The Net Effect (Or, Why Class Craft is EduAwesome)

I implemented Class Craft immediately after EdCampPS because I just couldn't wait!  The first day, I used this Google Presentation to explain game protocols:
There was an immediate, observable difference in student motivation.  Classroom management has never been a significant issue for my classes, because I've always used a token economy that worked well to control behavior.  However, there are usually a few students for whom it can be difficult to find the right carrot - not to mention that I tend to focus much more on intrinsic motivation as opposed to extrinsic.  

Gamification matters because it motivates.  By introducing Class Craft, there was a new layer of energy in the room, a new excitement for completing daily tasks and working together.  Now, I fully understand that in order to be completely valid, strategies need to stand the test of time.  But, so far, it's so good! Students who haven't attended tutoring in a month or so were in my classroom every day after school this week.  More than half of each class spent at least 2 or more days in lunch tutoring, too. Group leaders are taking their role very seriously, helping to monitor and motivate students who struggle to stay focused.  Best of all, there is a hum of excitement and anticipation as we gear up for the Daily Event, spin the Wheel of Destiny, and dread the Book of Laments.
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Students signing a paper version of The Hero's Pact.
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Lunch tutoring in Room 208.
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Students viewing a PDF of the Google Presentation that I dropped into their Google Classroom accounts.
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Student building a strategy during lunch.
Class Craft is everything I wanted gamification to look like in my classroom, and the benefits of gamification are everything I wanted them to be.  I'm looking forward to reporting back after a few weeks.  Hopefully, I'll have even more positive things to say and an even bigger impact to share.
4 Comments
Beth link
2/12/2015 10:17:22 am

I think mid year can be a great time to try something new. By mid-year, the kids can be tired of the routine and something like this would get their attention for sure! I have played with the idea of gamification as well, but haven't really done much to get there. Thanks for sharing this!

Reply
Jessica Pack link
2/18/2015 02:08:04 am

I agree that mid-year can be a tough time for engagement. Generally, I try to plan a super high interest unit for the time we come back from the long winter break, just because it can be a challenging month. Thanks for your comment!

Reply
Trac
4/20/2015 05:38:29 am

We are going to attempt implementing Class Craft today, our first day back from spring break!

Reply
Shannon
9/12/2015 06:01:40 pm

This is an excellent review and explanation and you answered many of the questions I had - thanks for the time you put into educating the rest of us non-gamers! I cannot wait to try this out in my classroom!

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    Author: Jessica Pack

    California 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.

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