Gamification is the idea of adding game elements to a non-game situation. Corporate reward programs are a good example. They reward users for certain behaviors. Starbucks has done a fine job of getting me to spend more money through their rewards program. It’s not the most sophisticated form of gamification, but I am rewarded for making purchases and can earn extra levels by earning stars based on the program structure. Programs like this have added a scoring game mechanic to commerce.
In the classroom, gamification has been integrated in a more authentic manner as some classrooms have become a living, breathing game. Gamification systems like ClassCraft add an adventure game layer on top of the existing course infrastructure. Students create a character, play as part of a team, and earn experience points and rewards based on class-related behaviors. Students are rewarded for helping other students, producing exemplary work, etcetera. Likewise, students can receive consequences for behaviors that are inconsistent with the desired the learning environment.
A culture of meaningfully integrating emerging technologies needs to be cultivated in schools.
Cultivating a culture takes time, planning and careful design.
An eCulture needs to be supported by institutional and individual enablers.
INDIVIDUALS change their practice and create a school's culture. Supporting INDIVIDUAL change is critical to supporting institutional change.
Workshop Topics:
Changing Teaching - Tech that is meaningfully integrated into classroom practice, can transform teaching and learning. This session gives participants a hands-on experience in designing learning that meaningfully integrates technology.
Changing Policy - Institutional policies, guidelines and operating procedures create the environment in which technology can be used responsibly and effectively. This session prepares participants to create a responsible use policy.
Supporting Change - To change the culture of a school, we start with supporting, equipping and empowering users. This session provides tools to help all users to change their beliefs, perceptions and practices with regards to technology and support change to an eCulture.
Change Plan - Change tends to remain a pipe-dream until we purposefully and deliberately design a change plan to make it a reality. In this session, participants create a roadmap to change towards achieving an eCulture.