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Gamification and Assessment

RESEARCH TOPIC AREA

The research topic area that will be addressed is the impact of gamification on assessment results. In the reading that I have completed there is much evidence of improved engagement and motivation when game based learning and gamification are utilised in the classroom. “On the one side, experiment qualitative analysis suggests that gamification can have a great emotional and social impact on students, as reward systems and competitive social mechanisms seem to be motivating for them…” (Dominguez et al., 2013, p. 391). However, there is not much evidence to prove that these strategies improve higher order thinking. “…On the other hand, researchers have indicated that merely accessing learning content via playing games might not be sufficient to engage students in higher order thinking, such as analysis, evaluation, organization and creation.” (Hwang, G. J., Hung, C. M., & Chen, N. S., 2014, p. 130).

I have a very weak year 9 English class who have written essays that have not gained many marks higher than Not Achieved or Achieved. Higher order thinking is necessary for higher grades. I am hoping that the use of the game, Classcraft, will help provide motivation to improve engagement and the effort required to improve essay results. Classcraft is a gamification website in which learners complete their learning in groups that are set up by the teacher. Each learner can set up their own profile and choose to be a Mage, a Healer or a Warrior.

Points are rewarded based on the behaviours that the teacher wants to encourage. I have created a list based on the Key Competences and 21st Century skills.  In a study of the use of 1:1 devices to improve maths achievement it was found that, “…the use of 1:1 mobile devices showed promise to assist students in 21st-century learning skills…“ (Carr, 2011, p. 278).  One way of encouraging these skills is through gamification and rewarding their use with points. Points can be deducted for being late to class, not handing in an assignment and disrupting the class. Essentially Classcraft is a behaviour modification tool which extrinsically motivates learners to engage, work collaboratively and be motivated to learn. If getting a better result is about engagement, motivation and more effort then the use of Classcraft will be worthwhile. However, I have read that gamification is not successful for all learners, so it will be interesting to see whether it does lead to consistent engagement for all. “These good results don’t happen for everyone though… In some cases the system was even discouraging, as some students don’t find it fun to compete with their classmates for a rank in the leaderboard.” (Dominguez et al., 2013, p. 391).

21st century skills graphic

RESEARCH QUESTIONS

  • How might the use of Classcraft increase engagement, motivation and lead to improved essay writing results?
  • How might extrinsic motivation lead to consistent engagement and improve the results of less motivated learners?

 KAUPAPA MAORI and TE NOHO KOTAHITANGA

  • Tino Rangatiratanga: The Principle of Self Determination

The skills rewarded in Classcraft that relate to this principle are persistence, managing self, and participating and contributing. These are the skills that are needed for self-determination and independence. Points will be rewarded for using initiative and learning independently.

  • Whanau: The Principle of Extended Family Structure

Classcraft encourages family involvement by providing a parent code for each learner so that the whanau can see how well their young person is doing. The data and evidence will also be shared with the whanau and they will be invited to respond and share any feedback they may have.

  • Ata: The Principle of Growing Respectful Relationships

Learners will play Classcraft in teams which will require respect, effort and energy, and discipline. Points will be rewarded for interacting positively with others and collaborating effectively.

  • Mahi Kotahitanga: Co-operation

Learners will co-operate and consider each other as they learn and play. Points will be rewarded for participating and contributing, interacting positively with others and collaborating effectively.

  • Ngakau Mahaki: Respect

This is a core value of Whangaparaoa College where learners are expected to respect themselves, each other and the environment. Points will be rewarded for respecting and understanding cultural diversity.

ENGAGEMENT WITH COMMUNITIES

The communities that I will be engaging with in this project are my Year 9 learners, the staff in my department, and the whanau.   It is hoped that my Year 9 learners will see this as fun and therefore want to put in more effort to gain points and level up. They are mostly quite weak learners whom I have had difficulty engaging and motivating, especially with using their devices. They have mostly preferred to use pen and paper and a few learners did not bring their devices to school until they could see that many of their classmates were enjoying making websites to showcase their learning. From previous experience at Orewa College, I know that using devices is a key to better quality writing, especially among less able learners as they do not see it as such a chore and happily write 500 words in an essay where previously they struggled to write 200 words on pen and paper.  It is hoped that by teaching these learners to become more confident in using their devices effectively by participating in Classcraft,  that this will lead to better quality writing.

Secondly, I will also keep the staff in my department informed about what we are doing in the hope that if this is successful they may adopt Classcraft as a strategy to help their learners.  Many of my department have had limited experience with using technology to enable their pedagogy but they are mostly interested in how to do this. Showing improved results and the results of a Learner Attitude survey at a Curriculum meeting will help to prove the validity of gamification to those members of the department that are sceptical. I will invite those that are interested to come and watch how I use Classcraft with my learners.

Thirdly, Classcraft has a parent code for each participant so those parents who are interested will be able to see the progress of their son/daughter and encourage them in the game. This will enable parents to see firsthand what we are doing in class so that they don’t think we are playing games that don’t add value to learning.

COLLECTING EVIDENCE FROM COMMUNITY MEMBERS

I have data from the essays that were written in Term 1 which I will compare with the results from the essays written in Term 2. This data will show whether there has been improvement or not. I will observe my class and their interactions with the each other to see if they are talking about their learning, gaining points and taking steps to gain those points. During the term I will ask my class to complete a Google Form which surveys their attitudes to Classcraft and their learning in this manner.

FEEDBACK

I discussed this project with Lisa White, one of our Deputy Principals, and explained it to her and then asked for her opinion. Check out the video of her response:


One of the things Lisa suggested was to have points rewarded for progress along the way and the final product at the end so I have added in 3 new categories for receiving points. I think this is a good idea and I have made the point value quite high so that my less motivated learners will think that the task is worthwhile.

Lisa also suggested asking a group of learners their opinion on my plan. I haven’t done this as I had already started the game before our discussion but this is something that I will do in the future. However, I will ask them about the kinds of rewards and prizes they would like though as I do value their voice and would like them to take ownership with me.

I asked Lisa whether she thought other teachers might be interested in implementing Classcraft and she offered some useful ideas on how to share what I will do. Sharing what I am doing and the results from it will be the best strategy as having some examples and proof of effectiveness would be more convincing than just saying that learners are engaged.

The issue of learners doing the bare minimum to get points and not necessarily doing the required learning was something that I had not thought about so having this feedback from Lisa helped me think about ways to prevent this. Her idea of rewarding milestones along the way is one that I will implement.

POTENTIAL IMPACT

The potential impact of the inclusion of Classcraft with my Year 9 class is that their essay writing results will improve through the extrinsic motivation of gamification because they will be rewarded for skills such as TRUMP, collaboration, problem solving, innovation, adaptability and other 21st Century skills. This will hopefully ingrain these skills into their mode of operating and will be carried over into all aspects of their learning in other curriculum areas. I believe that TRUMP and 21st Skills are essential skills for a successful career and life.

Screen Shot 2016-04-29 at 1.38.16 PM

I am excited about this because I have been looking for a away to reward these skills for some time now and Classcraft seems to be a great vehicle for this. If the use of Classcraft is successful with my Year 9 learners then I will consider using it in my other classes. I’m not sure whether it will be as effective with senior classes as it seems to be aimed at younger learners but I could try it and see.

If this inquiry is successful it could be used by many other teachers to encourage and reward TRUMP and 21st century skills which are important for our learners’ futures as many report that the jobs our learners will do haven’t been created yet. Therefore, having these skills and being able to adapt to future environments is of utmost importance.

STAGES FOR ENGAGEMENT WITH THE COMMUNITY

  • Assessing the relevance of my project

To assess the relevance of my project I will discuss it with Lisa White, one of our Deputy Principals, to gain feedback on what she thinks will benefit our learners and what other aspects I need to consider. I will also discuss it with members of my department to explain what I am doing and to get their feedback on how they think it will work.

  • Gathering the data/evidence

I will record the results from 2 essays that will be written in Term 2. These results will be compared with the Term 1 results to see whether improvement has been made. A survey of learner attitudes to using Classcraft will be completed using a Google Form and I will used the chart making part of this app to collate the data. I want to find out whether my learners found Classcraft enjoyable, helpful and motivating. This should show me whether there were any learners who did not find it engaging and motivating and the reasons why.

  • Sharing the data/evidence with relevant parties

Once my Year 9’s have completed 2 essays I will compare the results to the Term 1 essay results and then share this data with my class. The purpose of this will be to show them their improved results and explain how Classcraft was instrumental in helping them to gain these improved results. I will explain that TRUMP and 21st century skills are essential for success and tell them that these are the skills they were rewarded for. Because they demonstrated these skills, their results were improved.

The results and the data from the learner survey will also be shared with my department and Lisa White so that they are able to see the success of Classcraft in improving learner engagement, motivation and essay writing results. This may inspire them to try Classcraft with their own learners. Results and data could also be shared with parents in an email which would explain the whole inquiry. I would invite their feedback to reflect upon and consider for future use of Classcraft.

REFERENCES

  1. Smith, G.H. (1990) Principles of Kaupapa Maori. Retrieved from www.rangahau.co.nz
  2. Te Noho Kotahitanga (n.d.) Retreived from www.livingcurriculum.wikispaces.com
  3. Carr, J. M. (2011). Does Math Achievement. Journal of Information Technology Education: Research, 11, 269–286. Retrieved from http://eric.ed.gov/?id=EJ990470
  4. Dominguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernandez-Sanz, L., Pages, C., & Martinez-Herraiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers and Education, 63, 380–392. http://doi.org/10.1016/j.compedu.2012.12.020
  5. Hwang, G. J., Hung, C. M., & Chen, N. S. (2014). Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach. Educational Technology Research and Development, 62(2), 129–145. http://doi.org/10.1007/s11423-013-9320-7
  6. VG Business (2010) Amazing Statistics. Retrieved from: https://youtu.be/oGGYIw_pIj8
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