Games in the classroom are possibly the fastest route to becoming teacher of the year! I have yet to meet a person who doesn't like games, and definitely have not encountered a student who would rather make flash cards than play a vocabulary review game. This week, it's all about the games- different styles, formats, and interactive scenarios to make our content more fun!
Game-Based Learning
Game-based learning is the specific use of games to achieve educational outcomes (Bohyun, 2015). This is one of the easiest ways to incorporate games into a pre-made lesson or unit. Games have been shown to have powerful effects on the brain, and can help motivate students to keep trying until they can "beat" that challenge (Hanson-Smith, 2016), so let's apply that to some otherwise boring test review.
For ninth graders, socializing and games are the best things they could hope to do in school. And more now than ever, many schools are ensuring that each student has a computer and internet access at home, making it easier to incorporate virtual games that will be accessible to everyone. There are also lots of game platforms that provide easy instructions and templates, that do most of the work for you! In the past, I've used Kahoot and Quizlet, which used gamified elements such as points, scoreboards, and bright visuals to make multiple choice questions and flash cards more fun. For this blog, I wanted to take it one step further.
To demonstrate how easy it can be to incorporate games into the classroom, I decided to use Blooket, a free (with paid options) website that takes your multiple choice review questions, and adds them into a game atmosphere where students can level up their characters, earn coins to spend on upgrades and new game "equipment," and play games that are based on popular apps and computer games.
In this version of Blooket, every time a student gets a question right, they get to choose a character card to add to their deck. After each set of 5 questions, they fight a monster and move through a haunted tower, hoping to reach the top.
For my creation, I didn't even have to come up with my own questions. Blooket makes available all the question sets that other users have entered, so by searching for "plate tectonics" I found a set that had all the questions I wanted. Then, all I have to do is pick the game style that I want, and it's ready to assign! Try this game for yourself to see how much fun Blooket is!
One of the best part about game-based learning from a teacher perspective, is that it can be super quick and easy to set up. Creating this blooket took all of five minutes, and even if I had written my own questions, writing the questions would be by far the most time consuming step. If you want to know more, check out the video below, where I walk through the basics of Blooket, create a game, and play a round of it, all in under 8 minutes.
These types of games are also very easy to evaluate, because they self-grade. Some of these tools, such as Kahoot, can even integrate with Google Classrooms or other platforms to automatically enter grades for you! To see if a game is helping or hindering student learning, you could try using different game platforms or no game at all for some classes/sections/students, and compare how well they do on the assignment itself, or more importantly, the summative assessment for the material. Because the games incentivize students to complete the assignment and even keep going after they've completed the minimum requirement, it seems likely that students would benefit from the extra review.
I also love that while for some students, the focus is definitely on getting the questions right, for other students (like AP or honors classes), they can still enjoy the review by focusing on the game element, and will often choose to play more levels if they finish the assignment before their classmates and want to "kill time" until class ends.
Another easy way to add games into the classroom is by using frame games. A frame game uses a well-known game structure, such as jeopardy, or a crossword puzzle, and applies it to a new content area so that learners don't have to spend too much time understanding the game mechanics. These types of simple modifications can make test review a whole lot more fun (Kostic et al., 2015), and encourage student participation (Simkin, 2013), even though research seems inconclusive on the effect on student achievement.
For my application of a frame game, I wanted to pick something with simple rules that my students would be likely to know, and something that could be implemented virtually. I chose Pictionary, because I'm always looking for students to find multiple ways to represent scientific vocabulary, and Pictionary helps students visualize concepts while promoting a supportive atmosphere of collaboration (Peterson, 2017), as students gain more points when their peers are succeeding as well. For this particular example, I went with a rather challenging list of words that form the roots of many scientific words. Knowing these will help students be able to remember a lot of other vocabulary more easily!
To play this virtually, I would use Zoom. I could separate the class into breakout groups of 6 or so, and provide instructions that walk them through how to randomly generate a vocabulary word, share their screen using the whiteboard function on zoom, and share the rules of the game. In the image to the right, you might be able to guess that I was representing the root word, therm-, which means something related to heat. Hopefully my students are better artists than I am!
Gamification is the practice of incorporating game elements (such as scores, levels, bonuses, rules, etc.) into a non-game environment (Bohyun, 2015), typically to encourage engagement. Essentially, the classroom becomes a real-life game environment, where positive behaviors may be rewarded with points, bonuses, promotions, and the like. While definitions of gamification vary, typically gamification differs from game-based learning by encompassing more than a single piece of content; gamification extends to include how a lesson is implemented, or how a class is run (Alsawaier, 2018).
For example, if I have a particularly chatty class, I might use gamification to incentivize them to engage in the behavior I want- paying attention and not disrupting class. Students also tend to prefer working as a group, so I've made my rules apply to the class as a whole (Rajšp et al., 2017). Ninth graders are also particularly good at exerting peer pressure, so hopefully they would even encourage one another to help the class score points. The graphic below provides an overview of some rules and rewards I might implement.
With successive levels, I can introduce other behaviors, higher degrees of compliance, and bigger rewards to keep the system motivating throughout the year. It is important to implement gamification such that students are rewarded for effort, rather than "winning," so that a "loss" is not demotivating to students (Alsawaier, 2018). For that reason, I wouldn't choose to provide rewards based on grades or achievement, but behaviors that I know every student is capable of. Really, this is a spiced up form of behaviorism, where students learn to repeat behaviors that produce good outcomes, and not to repeat behaviors that produce consequences ("Instruction," 2017).
The time it takes to gamify a class could be extremely variable. These rules only took me about ten minutes to think up and put together, but introducing it and implementing it in the class could take a long time, depending on the complexity of the game elements. For these rules in particular, it should only take a brief introduction, a few days to practice, and then be easy enough to implement throughout the year. As students reach different levels, I might have to spend time thinking about what rewards or rules to introduce next, but this framework is relatively simple.
Assessing the effectiveness of a tool like this would really need to compare across lessons, units, or classes, one which used it and one which did not. Hopefully, I'd find that after implementing these rules, I could get through more material during class time, have less off-topic chatter, and eventually get higher grades from the students.
Simulations, while they might seem unrelated to games, often involve similar mechanics for increasing motivation; they are new and interesting, put students in a new context or environment, and provide stimulating visuals. Simulations have been shown to be an effective form of active learning (Lean et al., 2006). Simulations should involve the senses, provide a life-like context, and require students to practice needed skills ("Role Playing Instructional Guide," 2012).
When I initially thought about simulations I might use in the classroom, I came up with ideas for visuals, models, items that could be manipulated and interacted with, to represent scientific concepts or phenomena, or replace an in-person lab activity. The image below shows an example of just such a simulation, pulled from Lifeliqe, that highlights different aspects of the water cycle with moving arrows and overlays.
These types of simulations certainly have their place. Today especially, many science labs are being replaced with virtual simulations. I recently attended a virtual simulated dissection of a sea turtle, and the students and I got a lot out of it! However, in many of these activities, students play a rather passive role, where the simulation does most of the work and the students are there to observe, which can lead to some students, well... not observing. I wanted to choose something more active and more involved to profile.
One simulation that I have led multiple times is a role-playing scenario similar to a Model UN, where students represent different countries or industries negotiating a climate change agreement. The simulation I've outlined below is part of the EN-Roads program, produced by the Climate Interactive, a non-profit that I had the opportunity to work with in testing and implementing this and similar programs. I love this program and have implemented it with middle and high schoolers, college students, and adults, all with positive results.
In the simulation, students are given name tags, assigned seats (or broken into virtual breakout rooms), and given a briefing to read that summarizes their character and the interests they represent. For example, students might be broken into groups such as climate activists, farmers, fossil fuel industry executives, and more. Students can be encouraged to really adopt these roles, even dressing up or changing their zoom backgrounds to align with their group.
Then, students are reconvened for an address presented by the teacher, posing as the UN Secretary General, who provides instructions and context for the upcoming event. Students are guided through several rounds of negotiations, where they have to make agreements that try to prevent the global temperature from rising more than 2 degrees Celsius by 2100.
The simulation uses 5 stages- for the middle 3, students are in character according to their given role.
The role-playing is the most engaging aspect of the training, but it also depends on an enormously cool and true-to-life tool that amasses data from industry experts to project global temperature changes based on certain actions. This tool, the EN-Roads simulator, gives students the chance to really explore what actions make the biggest difference in confronting climate change. While it looks complicated, students learn its basic functions through the experience, and tend to appreciate that it is based on real data and scientific projections.
The EN-Roads Simulator features 18 sliders that manipulate different variables affecting global climate projections. In this image, I adjusted the subsidies on renewable energy and the taxation of coal to decrease the projected global temperature.
This simulation takes a while to prepare for and set up, probably 2 or 3 hours for the first time using it. All the materials are prepared and available for download, so reading through it and getting familiar with the simulator are the main tasks. The implementation can be as short as an hour, or a full-day experience, depending on the depth covered.
Evaluation of this activity tends to happen during the debriefing on the simulation, where students are prompted to share their thoughts, and in my experience, often share about a strong emotional reaction they experienced, and something new they learned about the science of stopping climate change. When students are able to form an emotional connection to the content, it shapes how they are able to store that information (McLeod, 2019), so I believe that using this simulation to discuss positive environmental impacts would have a much bigger impact than simply discussing them. Certainly, it would be interesting to see if I am right, and compare student scores on the unit associated with this material with past averages.
Virtual worlds are perhaps the most involved form of incorporating games into the curriculum. Typically, they require quite a bit of training or initial set up compared to the other models I've discussed, but some teachers report amazing results from incorporating virtual worlds, and end up engaging their classes in more ways than I would have imagined.
Why would that be? We are pre-disposed to enjoy "games," even if they feature no real-world rewards, and in particular people can form strong attachments to an avatar that they feel represents them (Featherstone, 2016). Virtual worlds provide novelty, new dynamics for student-student and student-content interaction, and can create meaningful experiences with less cost and time than it would take in real life (Dickey, 2011). For Earth Science in particular, presenting students with a world that has different rules than our physical world could prove to be a good way to engage student interest in the mechanics of how our Earth works.
MineCraft is one of the world's most popular games. If you are completely unfamiliar with MineCraft, check out this 1-minute introductory video to get a sense of how it looks and works.
For my particular demographic, I think MineCraft would be the most likely virtual world that students would be familiar with. It also allows for a lot of building and world-alteration mechanics that could be useful for exploring Earth Science. The game can be made even more realistic by having students download certain "mods," often crowd-sourced pieces of code that manipulate variables in the game. For example, a "water erosion mod" makes it so that water slowly breaks down the materials that it flows over. Many similar modifications are available to create lifelike (or surreal) properties of physics in the game.
I envision creating an assignment to demonstrate weathering and erosion, by asking students to build and then deconstruct an earthen form in Minecraft, showing where each "block" of Earth ends up, demonstrating the processes of weathering, erosion, and deposition. The video below shows a short time-lapse of how one MineCraft user demonstrated erosion be creating a waterfall.
This would be, by far, the most time-consuming activity I've mentioned so far. Learning enough about MineCraft to write this post took me at least an hour, and learning enough to be able to guide students would likely take 5+ hours of experimentation with MineCraft and available mods. It would also require several hours to research the safety protocols that could be implemented, as K-12 students have strict privacy needs that would need to be considered.
I'm not very familiar with virtual worlds, so it's more difficult for me to estimate the time it would take to set something like this up. I know I would need to spend some serious time getting students oriented to MineCraft, perhaps devoting a whole class or two at the beginning of the year to introducing the mechanics and letting students set up their accounts. Once they are familiar with the MineCraft world, I can start introducing them to mods and tasks as they become relevant for each unit. For each project, I might provide a loose project framework such as the sample below, and allow for some creativity and flexibility in the products and processes.
Evaluating whether or not this assignment works for students should be pretty easy on the surface- do students do well on the project? The real question though would be if this platform is more effective than other, less involved, methods of teaching the unit. I could compare scores on this project against tests or assignments from years past, and also ask the following questions to make sure the extra effort to set up this project would be worth it:
- Were students able to demonstrate phenomena in a way that would not be possible in a class lab?
- Were students better able to understand the processes at work by playing them out in MineCraft?
- Did students have more fun completing this project?
- Did students use the extra time in a class period to go above and beyond in their creations?
If the answers to those questions weren't obvious, I could also follow up the assignment with a more traditional assessment on the material, and compare the results.
Games can take many forms in the classroom, far beyond the review Jeopardy that we've likely all experienced. Games can be a wonderful bonding experience, a safe way to let emotions run high, and an engrossing way to approach new material. I hope this has given you some ideas for your own classroom!
References:
Alsawaier, R. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 55–79. https://doi.org/10.1108
Bohyun, K. (2015). Game Mechanics, Dynamics, and Aesthetics. In Understanding Gamification (pp. 17–20). Library Technology Reports.
Dickey, M. (2011). The pragmatics of virtual worlds for K-12 educators: Investigating the affordances and constraints of Active Worlds and Second Life with K-12 in-service teachers. Education Tech Research Development, 59, 1–20. https://doi.org/10.1007/s11423-010-9163-4
Featherstone, M. (2016). Using Gamification to Enhance Self-Directed, Open Learning in Higher Education. Sheffield Hallam University.
Gibbs, J., & Tayor, J. (2016). Comparing student self-assessment to individualized instructor feedback. Active Learning in Higher Education, 17(2), 111–123.
Hanson-Smith, E. (2016). Games, Gaming, and Gamification: Some Aspects of Motivation. 21st-Century Language Skills. https://doi.org/10.1002/tesj.233
Instruction. (2017). SAGE Publications. https://www.wgu.edu/blog/what-behavioral-learning-theory2005.html
Kostic, B., Groomes, D., & Yadon, C. (2015). Game Shows as Review Activities: The Impact on Course Evaluations and Student Perceptions. Scholarship of Teaching and Learning in Psychology, 1(4), 349–361.
Lean, J., Moizer, J., Towler, M., & Abbey, C. (2006). SImulations and games. Active Learning in Higher Education, 7(3), 227–242.
McLeod, S. (2019). Constructivism as a Theory for Teaching and Learning. Simply Psychology. https://www.simplypsychology.org/constructivism.html
Peterson, S. (2017). Using a Modified Version of Pictionary to Help Students Review Course Material. Journal of Microbiology Education, 18(3). https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5976047/
Rajšp, A., Beranič, T., Heričko, M., & Wu Horng-Jyh, P. (2017). Students’ Perception of Gamification in Higher Education Courses. Central European Conference on Information and Intelligent Systems.
Role Playing Instructional Guide. (2012). Northern Illinois University Center for Innovative Teaching and Learning. https://www.niu.edu/citl/resources/guides/instructional-guide/role-playing.shtml
Simkin, M. (2013). Playing Jeopardy in the Classroom: An Empirical Study. Journal of Information Systems Education, 24(3).














Hi Rhys,
ReplyDeleteI love your Blooket review: it’s obvious you spent a lot of time working with the program to be able to create such a good video review of it. At first, I thought that high school students wouldn’t appreciate the juvenile looking game pieces, but your video changed my mind. I really do think Blooket helps advance a student’s funds of knowledge and critical thinking skills (Rahimi, 2018).
I’m really intrigued by your blog set-up: the headings are a nice change. I noticed some of them are png extensions: are those ADA/508 compliant?
The best part about your blog was that all the options you covered: game-based, frame games, gamification, simulations, and virtual worlds, all have something in common. They are engaging, adaptable and flexible (Altmeyer, 2018). I’m grateful you shared your knowledge of Blooket, I’m going to see if I can create some interesting reviews for my students!
References
Altmeyer, M., Lessel, P., & Kruger, A. (June 2018). Investigating Gamification for Seniors Aged 75+. Association for Computing Machinery. Retrieved from https://dl.acm.org/doi/abs/10.1145/3196709.3196799
Rahimi, F.B., & Kim, B. (17 April 2018). The role of interest-driven participatory game design: considering design literacy within a technology classroom. Springer. Retrieved from https://link.springer.com/article/10.1007/s10798-018-9451-6
Hi Rhys,
ReplyDeleteI love your idea strategy on how to evaluate your students while using game based learning. Trying out different techniques of teaching is a good way to see what best fits your students. You can also give your students choices to see what they tend to like best (Usher, 2019).
I also like how you included that game-based learning helps the advanced students and that struggling students. The struggling students can keep playing the games to review the information, while the advanced students can have fun just playing the game and getting extra practice. I found that IXL is a good website to give students extra practice in over 8,500 skills in different subjects. The questions are individualized with the learner. If the learner seems to be struggling, more of the same types of questions will be asked. If the learner is excelling, the problems will increasingly get harder (IXL: Math, Language Arts, n.d.).
I also love how you used gamification to motivate good class behavior! I never thought about using it just for class behavior but that would definitely be an incentive to follow class rules! I like how you had short term rewards and long term rewards for good behavior. This will keep the class on a routine that will produce good outcomes (Souders, 2020).
I also used Minecraft for my virtual worlds part of this assignment! I love the fact that the students can take control and experiment in a low stakes environment (Grantham, 2017).
References
Grantham, N. (2017, June 13). 25 Real Ways Minecraft is Being Used in the Classroom. Fractus Learning. https://www.fractuslearning.com/real-ways-minecraft-classroom/.
IXL: Math, Language Arts, Science, Social Studies, and Spanish. IXL Learning. (0AD). https://www.ixl.com/?partner=google&campaign=71591248&adGroup=11909220328&gclid=CjwKCAjw9MuCBhBUEiwAbDZ-7nxz9z3A9nn_NwYVQOPXxjVVBz3FGsTg50npqZuZNeOZwYud1WyEgxoCTqwQAvD_BwE.
Souders, B. (2020, November 12). Motivation in Education: What it Takes to Motivate Our Kids. PositivePsychology.com. https://positivepsychology.com/motivation-education/.
Usher, K. (2019, April 10). Differentiating by Offering Choices. Edutopia. https://www.edutopia.org/article/differentiating-offering-choices.
Hi Rhys,
ReplyDeleteI really like how you started your blog with "game based learning" and provided such a detailed background on the use of games in the classroom. I haven't used Blooket yet but your example looks very interesting. One option that we've been exploring lately is the use of Nearpod for adding game-based learning tools into lessons. It may be cool to look into using that in your future lesson. Check out this article to see how Nearpod has been applied to increase student engagement (even though the discipline is a little irrelevant to you) (Delacruz, 2014). You can also check out Kahoot for GBL, which teachers agree increase students interaction, engagement, and participation (Correia, 2017).
I really like your idea for Pictionary of using the white board function on Zoom. To be honest, I didn't even know zoom had a "draw it" function and I think it has really cool applications to environmental science, since it is easier for student to draw science heavy concepts (Glynn, 2008).
I have used hydrologic simulations before (as a student and a teacher) and I think it really helps the students visualize the process. I really like your idea here.
I love, love your Minecraft example! I that Minecraft would be more applicable for K-12 than higher education. Still, the idea of building and displaying a complex topic like erosion in a game environment shows the students ability to apply and evaluate concepts as well as connect big-picture concepts. See this article for additional ideas for Minecraft for ecology and other sciences (Ekaputra, 2013).
References:
Correia, M. and R. Santos (2017). Game-based learning: The use of Kahoot in teacher education. 2017 International Symposium on Computers in Education (SIIE), IEEE.
Delacruz, S. (2014). "Using Nearpod in elementary guided reading groups." TechTrends 58(5): 62-69.
Ekaputra, G., et al. (2013). "Minecraft: A game as an education and scientific learning tool." ISICO 2013 2013.
Glynn, S. and K. D. Muth (2008). "Using drawing strategically." Science and Children 45(9): 48.
Hey Rhys,
ReplyDeleteHooray you used Blooket! Nice work on this blog post. I really liked your image for the rules of gamification. Higgs and Higgs (2013) discuss one of the how reflecting on classroom strategies and implementing new strategies and techniques impacts student-teacher rapport. I feel this connects with your conclusion about games helping to create bonding experiences.
In regards to your Minecraft virtual world idea, From your experience thus far with using games with students, how do you think you would engage students in a virtual world that know nothing about Minecraft and don't care to participate much?
Again great job Rhys.
Sharvis
Reference
Higgs, C., & Higgs, C. (2013). Connecting with students: Strategies for building rapport with urban learners. The Rowman & Littlefield Publishing Group.
Hi Rhys,
ReplyDeleteI first learned about Blooket from Shavis’s post, and I looked into it then. I love that it has different options for “games” than say Kahoot, which I’ve used frequently. I love the Tower Defense game that you displayed in your video because students feel like they’re playing a game and not learning. It seems to be really engaging. I could see assigning this as math homework for my students. Students would be motivated to continue practicing even if they’ve done their required homework for the day. It would be fun to have leaderboards posted in a virtual classroom or an in-person classroom to highlight students’ scores and ignite some friendly competition.
Your Pictionary game also looks fun! I like that students try to come up with words and get their partner to guess as many words as possible in 2 minutes. Would there be multiple partner groups in each breakout room, and the partners take turns? It might be fun to play like Catchphrase (which reminds me of Hot Potato). There are two teams, and one person from Team A would go, then one person from Team B, and whichever team is still trying to get their team to guess when the timer goes off loses, and the other team gets the point. Just an idea to mix things up. I really do like your version!
Your model UN simulation sounds fascinating. I love that students are role-playing, and they need to do so with evidence to support their point of view. Brilliant :) Based on research where students had to argue bioethical dilemmas, students enjoyed using role-playing to discuss ethical stances opposite of their own (Wiles, 2014). Students often have trouble separating themselves from their own opinions, and role-playing helps. I feel that your role-playing might also force students to see things from another point of view.
Great job!
Wiles, A. M. (2014). Ethical dilemmas in the biology undergraduate classroom: Role-playing congressional testimony. Journal of Microbiology & Biology Education, 15(2), 227-228. https://doi.org/10.1128/jmbe.v15i2.753