Monday, 25 July 2016

A weeeee light at the end of a bloody long tunnel!

I actually read a whole journal article today.  This is a huge achievement as I tend to find academic readings incredibly tedious and they don’t hold my short attention span.  I think I enjoyed this because it was so relevant to me in my context, didn’t go overboard on the use of the thesaurus and got to the point quickly.  Having said that ... it was still long for me.

In particular I like the way it clearly showed the link between game activities and learning. Activities/learning is goal orientated, has a clear set of ‘win’ conditions (I like that phrase), and has obstacles to overcome to achieve success.  It sounds so easy and obvious.

It also had some criticism of gamification - good to read both sides.  It talks about those with high intrinsic motivation can be turned off by gamification.  Another is that a learner can get so caught up in getting “all the points” in a particular area, spending an excess time, at the detriment of doing other learning.  Also leaderboards can turn people off.  If someone had 50000 points and you had 100, would you feel motivated or defeated?

Wonderings ... I wonder about how rewards would work in the class; in games you need better and better rewards to keep motivated - how would this look in a class?  In a class of 50, how do you ensure that you are really getting everyone on board?

Glover, I. (2013). Play as you learn: gamification as a technique for motivating learners. Proceedings of World Conference on Educational Multimedia, Hypermedia and Telemcommunications, 1998–2008. Retrieved from http://shura.shu.ac.uk/7172/


Saturday, 23 July 2016

Literature Review - What a nightmare!

Literature Review

What I've learned so far is that everyone has a different opinion on what's "right".  This fills me with mixed emotions.  If there's no 1 "right way" then surely what ever I do will be "right", or on the other hand depending on your marker you could score completely different grades depending on their own views and preferences.  Such fun.

Thus far the thought process:

Thought 1 - How does gamification enhance engagement and self-regulation in a Shared Learning Space amongst Year 7&8 students in NZ.

Apparently it had too many parts to it and therefore no literature would cover them all.

Thought 2 - How does gamification enhance engagement and self-regulation in education?

So this is still too narrow apparently.

Thought 3 - What are some benefits of gamification in education?  From this could come themes such as engagement and self-regulation.


Feeling really frustrated now as the holidays are over and I seem to have made no headway.  With ERO in week 2 and my teaching partner away for Weeks 2 and 3, time is looking way too scary.