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Gamification 
Barb Light 
School of Education
Thank You! 
Thank you to the Title III folks for 
providing the opportunity to attend the 
Great Lakes Conference on Teaching 
and Learning. 
• at CMU in May 
• great keynote speakers 
• current educational theory 
• fired up
I enjoyed many great sessions. 
The session that has changed my teaching the 
most so far was about gamification. 
I have tried to completely gamify my first year 
seminar course (EDUC 100). 
I have tried to gamify a few lessons in other 
courses.
The best way 
to learn about 
gamification 
is to 
experience it, 
so let’s play 
some games!
Team Pictionary 
• Teams of 4-6 
• Send up one team member 
• When someone on the team gets the 
right answer, send them up for the next 
clue. 
• The first team to finish both clues wins!
So, the answers were: 
• Facebook 
• 28 million people harvest their crops in 
Farmville on a daily basis (Mashable, 
2010, as quoted in Lee and Hammond) 
• World of Warcraft 
• Over five million people play World of 
Warcraft for more than 40 hours per week 
(Blizzard, 2010, as quoted in Lee and 
Hammond) 
• Massively multiplayer online role playing 
game (MMORPG)
Game Culture? 
• Gamification, defined as the use of game 
mechanics, dynamics, and frameworks to 
promote desired behaviors, has found its way 
into domains like marketing, politics, health 
and fitness, with analysts predicting that it will 
become a multi-billion dollar industry by 2015 
(MacMillan, 2011, as quoted in Lee and 
Hammer, 2011). 
• I game almost daily for 30 minutes to 2 hours 
on my Kindle.
Code Breaking 
Can your team solve the codes? 
You can use the internet to help you.
The coded messages 
were: 
• Crowdsourcing 
• Weeks, not years
From: 
How online gamers are solving science's biggest problems 
http://www.theguardian.com/technology/2014/jan/25/online-gamers-solving-sciences-biggest- 
problems 
“In 2011, people playing 
Foldit, an online puzzle 
game about protein 
folding, resolved the 
structure of an enzyme 
that causes an Aids-like 
disease in monkeys. 
Researchers had been 
working on the problem 
for 13 years. The 
gamers solved it in 
three weeks. 
A year later, people 
playing an astronomy 
game called Planet 
Hunters found a 
curious planet with four 
stars in its system, and 
to date, they've 
discovered 40 planets 
that could potentially 
support life, all of 
which had been 
previously missed by 
professional 
astronomers.”
Ideas 
• Make assignments that have elements 
of competition or gaming in them 
• Review games – either as part of class 
or offer them to students as study tools 
• Class group work that has problem 
solving that is game like

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Gamification

  • 1. Gamification Barb Light School of Education
  • 2. Thank You! Thank you to the Title III folks for providing the opportunity to attend the Great Lakes Conference on Teaching and Learning. • at CMU in May • great keynote speakers • current educational theory • fired up
  • 3. I enjoyed many great sessions. The session that has changed my teaching the most so far was about gamification. I have tried to completely gamify my first year seminar course (EDUC 100). I have tried to gamify a few lessons in other courses.
  • 4. The best way to learn about gamification is to experience it, so let’s play some games!
  • 5. Team Pictionary • Teams of 4-6 • Send up one team member • When someone on the team gets the right answer, send them up for the next clue. • The first team to finish both clues wins!
  • 6. So, the answers were: • Facebook • 28 million people harvest their crops in Farmville on a daily basis (Mashable, 2010, as quoted in Lee and Hammond) • World of Warcraft • Over five million people play World of Warcraft for more than 40 hours per week (Blizzard, 2010, as quoted in Lee and Hammond) • Massively multiplayer online role playing game (MMORPG)
  • 7. Game Culture? • Gamification, defined as the use of game mechanics, dynamics, and frameworks to promote desired behaviors, has found its way into domains like marketing, politics, health and fitness, with analysts predicting that it will become a multi-billion dollar industry by 2015 (MacMillan, 2011, as quoted in Lee and Hammer, 2011). • I game almost daily for 30 minutes to 2 hours on my Kindle.
  • 8. Code Breaking Can your team solve the codes? You can use the internet to help you.
  • 9. The coded messages were: • Crowdsourcing • Weeks, not years
  • 10. From: How online gamers are solving science's biggest problems http://www.theguardian.com/technology/2014/jan/25/online-gamers-solving-sciences-biggest- problems “In 2011, people playing Foldit, an online puzzle game about protein folding, resolved the structure of an enzyme that causes an Aids-like disease in monkeys. Researchers had been working on the problem for 13 years. The gamers solved it in three weeks. A year later, people playing an astronomy game called Planet Hunters found a curious planet with four stars in its system, and to date, they've discovered 40 planets that could potentially support life, all of which had been previously missed by professional astronomers.”
  • 11. Ideas • Make assignments that have elements of competition or gaming in them • Review games – either as part of class or offer them to students as study tools • Class group work that has problem solving that is game like

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