Tuesday, March 8, 2016

A Vocabulary for Gameful Learning

Some of the arguments surrounding gamification in education involve semantics. While we should not limit our praxis with labels, defining our terms is essential to developing new pedagogical theories and advancing discourse. Many of the terms I will describe are currently being used by educators; however, I will offer my own nuanced understanding of this vocabulary and occasionally interject my own terms into the discussion. While these terms are used interchangeably by some, a more nuanced definition of these terms will facilitate deeper discussion.

I use the umbrella term gameful learning to describe any pedagogy that incorporates game elements or theory in education. Under the umbrella of gameful learning are two branches: game based learning and gamification.

Game based learning involves the utilization of an existing game to teach a learning objective. For example, students may play the game Pyramid Builder or Oregon Trail to learn about ancient Egypt or pioneer life in a social studies class.

The next branch, gamification, includes the subtypes game inspired learning and game framed learning. Gamification incorporating game elements into the curriculum without using preexisting games as a teaching tool.

In game framed learning, teachers structure learning traditional learning activities like a role playing game, or RPG. Learning activities are framed as tasks that students must complete to further the overarching narrative. This is often done by utilizing levels and experience points (XP).

In game inspired learning, teachers design learning activities inspired by game mechanics. For example, an argumentative writing becomes a friendly battle between students and research assignment becomes an investigation or a hunt for key information.

In conclusion, by utilizing this vocabulary teachers can gain greater precision in discussing educational theory and practice; however, it is important to note that there is overlap between these terms and teachers may employ multiple concepts in their gameful classroom.


Wednesday, February 24, 2016

New Literacy

Welcome to the digital transformation of adolescence. Today, teens spend an average of 9 hours a day using media. While this estimate includes reading offline media, teenagers spend an average of 6.5 hours a day in-front of screens. The rise of the internet may be the biggest event in media culture since the printing press, and the internet is changing our brains.

While there are pros and cons of the cultural shift towards digital media, teachers need to understand what literacy means in the digital age, and many educators are already taking great leaps forward in harnessing the power of the digital media to revolutionize education.


What is new literacy?



New literacy, a term coined by John Willinsky, refers to new forms of literacy made possible by digital media. Willinksy's primary claim is that new literacy lies “latent and unrealized among a host of different experiments in the teaching of reading and writing.”

New Literacy is multi-modal and nonlinear. Multi-modal literacy incorporates language, sound and images and is presented through a variety of media. Nonlinear literacy has no defined entrance or exit point; and readers may chart their own paths through the text.


What do new literacy classrooms look like?



The new literacy classroom is the training ground for students to learn to effectively navigate the multi-modal and nonlinear texts which is an essential skill in the digital age. New literacy classrooms hold activities in a variety of representational forms. For example, students may watch a short video before writing a reflection or taking a "Socrative"poll, and teachers frequently encourage meta-dialogue by asking students how content is presented differently across media. The new literacy classroom incorporates a blend of individual and group activities and creates an environment where students report achieving the flow state.


Stay tuned for more information on new literacy and new literacy activities you can use in your own classroom!


Helpful Links





Reference


Vacca, Richard T., and Jo Anne L. Vacca. "Learning With New Literacies."Content Area Reading. Boston, MA: Pearson, 2011. 28-49. Print. 



Tuesday, February 23, 2016

Top Five Resources for Gamification

Lots of information is available online pertaining to gamification for education.  Some of the online resources available are better than others, and the sheer volume of information can be overwhelming for teachers looking to gamify their lessons.  After hours of research, I have compiled a list of my top five resources for gamification in education.












1.  Explore Like a Pirate is the best resource for teachers completly new to gamification.  It contains all of the information needed to get started to create more engaging lessons.  I highly recommend purchasing this book.

2.  IGNITEducation is my pick for the number one gamification blog.  Chris Hesselbein's blog provides information regarding pedagogy, gamification and the technical information take you gamified lessons online.  Check out his fantastic Insert Coin Series.

3.  Extra credits is a YouTube channel about game development.  While this channel is geared towards video game developers, many videos contain critical information for teachers using gamification. 

4.  Three Hundred Mechanics lists hundred of game mechanics.  Gamification can be so much more than XP and badges.  While not all of the mechanics listed relate directly gamification, this is a great resource for adding variety and new mechanics to gamified lessons.  In the future, I will post my take on various game mechanics and how they can be implemented in education. 

5.  #gamification.  Join gamification practitioners from a variety of fields and me as we learn more about gamification together on twitter. 

Welcome!

Welcome to my blog. My name is Zach Linna, and I am currently a student in University of Central Arkansas Master of Arts in Teaching program. It is my mission to guide towards a lifetime enjoyment of reading and writing while spreading literacy and a love of learning. My interests include gamification, new literacy and contemporary pedagogy. My background as an undergraduate in psychology and years of experience as a residential summer camp counselor and assistant camp director give me a unique perspective for making learning engaging and fun for diverse students. Join me my journey to make a difference in the world!