So far, the negatives have been all of the cumbersome terms and vocabulary that, I think, people who are used to gaming would be fine with. I, however, would need this book in our classroom as a point of reference. Plus, I thought that some of the games were pretty complicated and it might take a while to even just explain the rules.
On a positive note, I did like some of the review style games using the Jeopardy and tic-tac-toe formats. I also liked the history building project using Legos and voice over that was mentioned on page 194. These all sounded much more fun and lively than the flashcard method we have used in the past.
In terms of previewing and anticipating a topic that we are about to introduce; the graffiti method sounded great to me. It may even be fun to take some artistic liberties and write a huge topic word and smaller related words within its outline. It would be fun to take a picture of the entire whiteboard and share it with other classes or use it to review. I also love the idea of using music to get the inspiration and energy flowing!
Other ideas that I appealed to me within this section of reading were the creation of web pages instead of traditional essays. Writing essays on storyboard panels and drawing an image to go along with what students have written.(p. 211) would be a great way to promote some artistic creativity along with what has been written. I think, too, that the Rory Story Cubes are a great idea for creative writing (p. 213) and no one can ever complain of writer's block when asked to compose a work of creative writing.
I loved all of the quick suggestions on pages 217-222 for side quests, I think I will be revisiting these pages over and over again.
In conclusion, I found this book to be informative and motivational with many great suggestions of ways to improve and enhance the classroom and my teaching. Thank you, Angie, for your selection.... I don't think I would have persevered without you encouraging us to do so by blogging. To be honest, gaming just didn't hold much of an appeal. I do however,l enjoy a fun and exciting activity in the class and this book was simply filled with ideas. If this had been simply titled , "Classroom Games," I would have been right on board from day one. Instead, it took a bit longer. Thanks again, and have a super remainder of the summer!
This last section gave many helpful, concrete game ideas that I think many of us can use in class. The Domino example (p 209) is one that I am definitely going to use this year. I like that students must make connections and then provide thoughtful answers for those connections. I can see using this with literature, literary terms and in Globish. We try to have the sophs make connections between Global units to identify what elements from history are being repeated. There are several templates to choose from on Google images. Odd One Out, Vocab Taboo, Graffiti, Gator Golf (maybe), Sketch Pad, Rory’s Story Cubes are others I may try as well.
Thanks for organizing this study, Angie. I agree with Sandy that having a group to blog with online motivated me to finish the book and not get too overwhelmed. I am still not a gamer, but I like how he provided so many fun ideas to use in our classes. Our students will be excited and have fun while learning. My only criticism of Matera still is that he did not provide any concrete examples of a full unit of gamification. I understand his argument that his work would need to be adapted to differing classes and grade levels, but he could have provided a bit more guidance in that aspect of the book.
Ok, I like the games, but I was a little disappointed with his playful assessments. How does he grade it, what is the criteria, rubric, grade scale? Granted, I know I could spend the time to figure it out, but that I why we bought the book, because someone else already did! But perhaps that would be fodder for his next book "X Marks The Spot: Treasure Revealed"
I read this www.ascd.org/publications/books/116015/chapters/The-Key-Benefits-of-Choice.aspx which I thought interesting about the power of student choice. It is from the book by Mike Anderson Learning to Choose, Choosing to Learn. It is about giving students the choice of how they will learn a new skill, how to practice new skills, and how they have mastered a new skill.
I think that this would be a powerful tool for motivating students’ learning. Thinking about the 8th grade, do you think that they would become more purposeful learners who are more engaged because they want to, not because the teacher told them to? Allow the students to choose which activities/assignments to complete for the unit/topic/lesson out of a list, but divide them up into columns so that they have to have an activity for every level and that the students will have to try at least one that beyond their comfort column, or how about So I have an idea. How about having a Tic Tac Toe board using the side quests from Matera in each of the boxes? Students choose any three (have to been in a Tic Tac Toe formation). This will allow choice for each student (self-differentiate,) which will increase interest, engagement and productivity. (?)
Sort of like a BINGO board. I do think they love choice. You'd have to be strategic about placement of challenges. Perhaps different boards could allow for differentiation too...
I would love to get together for at least an hour to talk about our thoughts an ideas in person. Does Wednesday 4/24 afternoon work for people? Sometime after 1?
I too like the games and like Sandra feel I can go back to this chapter often. I see myself using Treasure Hunter, Graffiti and post it pause often in order to "gamify" discussion or brainstorming for units.
Ya-grading right Jodi. I t seems he uses these as side quests or mini games and can use his XP points and other game leveraging tactics to reward students. I'm not certain how to grade this stuff or if the idea of engaging kids is enough. If we can get them to buy in and engage do we have to grade it?
This comment has been removed by the author.
ReplyDeleteSo far, the negatives have been all of the cumbersome terms and vocabulary that, I think, people who are used to gaming would be fine with. I, however, would need this book in our classroom as a point of reference. Plus, I thought that some of the games were pretty complicated and it might take a while to even just explain the rules.
ReplyDeleteOn a positive note, I did like some of the review style games using the Jeopardy and tic-tac-toe formats. I also liked the history building project using Legos and voice over that was mentioned on page 194. These all sounded much more fun and lively than the flashcard method we have used in the past.
In terms of previewing and anticipating a topic that we are about to introduce; the graffiti method sounded great to me. It may even be fun to take some artistic liberties and write a huge topic word and smaller related words within its outline. It would be fun to take a picture of the entire whiteboard and share it with other classes or use it to review. I also love the idea of using music to get the inspiration and energy flowing!
Other ideas that I appealed to me within this section of reading were the creation of web pages instead of traditional essays. Writing essays on storyboard panels and drawing an image to go along with what students have written.(p. 211) would be a great way to promote some artistic creativity along with what has been written. I think, too, that the Rory Story Cubes are a great idea for creative writing (p. 213) and no one can ever complain of writer's block when asked to compose a work of creative writing.
I loved all of the quick suggestions on pages 217-222 for side quests, I think I will be revisiting these pages over and over again.
In conclusion, I found this book to be informative and motivational with many great suggestions of ways to improve and enhance the classroom and my teaching. Thank you, Angie, for your selection.... I don't think I would have persevered without you encouraging us to do so by blogging. To be honest, gaming just didn't hold much of an appeal. I do however,l enjoy a fun and exciting activity in the class and this book was simply filled with ideas. If this had been simply titled , "Classroom Games," I would have been right on board from day one. Instead, it took a bit longer. Thanks again, and have a super remainder of the summer!
This last section gave many helpful, concrete game ideas that I think many of us can use in class. The Domino example (p 209) is one that I am definitely going to use this year. I like that students must make connections and then provide thoughtful answers for those connections. I can see using this with literature, literary terms and in Globish. We try to have the sophs make connections between Global units to identify what elements from history are being repeated. There are several templates to choose from on Google images. Odd One Out, Vocab Taboo, Graffiti, Gator Golf (maybe), Sketch Pad, Rory’s Story Cubes are others I may try as well.
ReplyDeleteThanks for organizing this study, Angie. I agree with Sandy that having a group to blog with online motivated me to finish the book and not get too overwhelmed. I am still not a gamer, but I like how he provided so many fun ideas to use in our classes. Our students will be excited and have fun while learning. My only criticism of Matera still is that he did not provide any concrete examples of a full unit of gamification. I understand his argument that his work would need to be adapted to differing classes and grade levels, but he could have provided a bit more guidance in that aspect of the book.
See you all soon!
Ok, I like the games, but I was a little disappointed with his playful assessments. How does he grade it, what is the criteria, rubric, grade scale? Granted, I know I could spend the time to figure it out, but that I why we bought the book, because someone else already did! But perhaps that would be fodder for his next book "X Marks The Spot: Treasure Revealed"
ReplyDeleteI read this www.ascd.org/publications/books/116015/chapters/The-Key-Benefits-of-Choice.aspx which I thought interesting about the power of student choice. It is from the book by Mike Anderson Learning to Choose, Choosing to Learn. It is about giving students the choice of how they will learn a new skill, how to practice new skills, and how they have mastered a new skill.
I think that this would be a powerful tool for motivating students’ learning. Thinking about the 8th grade, do you think that they would become more purposeful learners who are more engaged because they want to, not because the teacher told them to? Allow the students to choose which activities/assignments to complete for the unit/topic/lesson out of a list, but divide them up into columns so that they have to have an activity for every level and that the students will have to try at least one that beyond their comfort column, or how about So I have an idea. How about having a Tic Tac Toe board using the side quests from Matera in each of the boxes? Students choose any three (have to been in a Tic Tac Toe formation). This will allow choice for each student (self-differentiate,) which will increase interest, engagement and productivity. (?)
Thoughts...
I love your Tic Tac Toe idea!
DeleteSort of like a BINGO board. I do think they love choice. You'd have to be strategic about placement of challenges. Perhaps different boards could allow for differentiation too...
DeleteAre we going to get together as a group?
ReplyDeleteI would love to get together for at least an hour to talk about our thoughts an ideas in person. Does Wednesday 4/24 afternoon work for people? Sometime after 1?
DeleteWed. works for me.
DeleteI can't meet Wednesday, but I will check in to see what I missed.
DeleteI too like the games and like Sandra feel I can go back to this chapter often. I see myself using Treasure Hunter, Graffiti and post it pause often in order to "gamify" discussion or brainstorming for units.
ReplyDeleteYa-grading right Jodi. I t seems he uses these as side quests or mini games and can use his XP points and other game leveraging tactics to reward students. I'm not certain how to grade this stuff or if the idea of engaging kids is enough. If we can get them to buy in and engage do we have to grade it?
https://docs.google.com/document/d/1aUaeUvf6JJGSYGyRM3Y4gxoAuqbxAAMVlathcxF1sLQ/edit?usp=sharing
ReplyDeleteI found this google doc on how to make a leader board.