My students go crazy for Kahoot. Even after we have played the game twice already, they beg me for more
...What is this about? I don't get it! Must be the whole "gaming" aspect that interests them. The immediate feedback, the competition against others, the music - these seem to draw students in. There are some downsides to Kahoot, one is which you can't track improvement or growth. So I use Kahoot mostly for reviews and vocabulary quizzes, it's a formative assessment that's fast and easy.
Quizizz and
Quizlet are also fun games for teachers to create multiple-choice
questions or use an assessment that's already created by another teacher. These can be used for pre-assessments or exit tickets as well, valuable and easy-to-digest information for lesson planning for the next day. Quizlet lets students work as a team to compete.
Hmm,
gamification, this is a very trendy topic in education! Teachers can transform their regular classroom activities into games that usually require creativity, collaboration and play. There are different ways to dive into this, but teachers need to make sure that their games promote learning and help to deepen student understanding. Of course don't forget the fun aspects! Carrie Baughcum is a
gamification guru
teachers interested in gaming their lessons can learn a lot from. She's got great advice. As she explains in
http://carriebaughcum.com/my-classroom-gamification-process-part-1/, Carrie started her first year of gaming her classroom with minigames. She also liked to harness the energy of the beginning of the school year, so she started off the school year with the games. She centers the games around "themes," - Harry Potter or Star Wars, Monopoly, etc. In her games the students go on quests, missions and in the Star Wars game, one of the purposes is to become a Jedi warrior. She believes it helps to start with the theme to get your imagination working and have an easier time with set-up. Another necessity is clear goals, otherwise your game might lack purpose. She has two kinds of goals: base level (which are soft skills - being able to follow directions, being on time, etc.) and advanced level (skills related to becoming an independent learner in terms of 21st century skills). When students display or use these skills successfully they earn credits, using google forms to keep track. Students use their credits to get further in the game. With individual game boards and a leaderboard for the whole class, there is an element of competition. Carrie also has different levels to becoming a Jedi warrior, added incentives for kids to excel.
In another
post Carrie lays out all her steps, which are considerable! As I was listening to her video post, I thought, wow, this is a lot of prep time. But I think there's a wonderful pay-off. Students can play the game all year, you can keep it going if you want. I've never been a gamer, but I remember my son being absolutely mesmerized, when he was younger, by Empire Earth. He would get cheat codes and play for hours with his cousins, talking about it and sharing ideas. I don't think he ever got as excited about something in school! If we can leverage that excitement, interest and competitive spirit with games in our classrooms, we should go for it.
I found a related book:

This is a collection of chapters written by some of the top educators and gaming professionals to share strategies and activities. I read a review of the book by Michael Garlin on the EdTech RoundUp:
It’s an excellent read for any teachers who are looking for ways to spice up their classroom, or for any tech coaches who are looking for ideas to use with the teachers they serve.
He did have some critiques of the book (wants a more specific focus on how each of the strategies or activities is directly related to literacy, etc.) however he enjoyed the book and thinks it's a worthwhile resource.
Carol,
ReplyDeleteMy students go crazy for Kahoot as well! I use it mostly for reviews for assessments too. I have heard about Quizziz and Quizlet in other professional developments that I have attended, but have not had the chance to put those into practice yet. Have you utilized any of the gaming activities and methods described by Carrie in your class? I am wondering if there are any negatives to gaming in the classroom? Also, how often and when are these games implemented within the classroom environment? Again, I am not sure when I would have time to implement an activity like this if it is not embedded into the curriculum already, unfortunately.
Thanks for your response, Danielle. I too hesitate to use games full-on in my classroom, it takes a lot of front-loading (teacher prep) to implement games well, I think. I am going to ask my students (since we are finishing this week) if they use games much in their other classes. I'd like to see what they know about gaming in the classroom, see if they would be interested. Then I could work on it a bit this summer. I would like to use more than just Kahoot and Quizlet. Your question what are the negatives? is a good one, I'm thinking there will be some students who aren't into the game...what can I do for them? Lots to think about.
DeleteI appreciate your describing gaming as a trend. It'd be a shame if people blindly jumped on the bandwagon without taking time to understand why and how gaming works. Another wrongly perceived silver bullet that people turn off to when it doesn't "work". From what everyone says about it, Kahoot has clearly keyed into something, though. Last term I observed a colleague for her technology use in class. The first half of the class she was using traditional methods with small group work and then whole class analysis of a video they watched. Then she shifted to Kahoot as a formative assessment of unit concepts and vocabulary. It was like flipping a switch. The class -- to a student -- went from mere compliance participation and some resistance behaviors to being on fire. Not only were the kids engaged, but they were showing what they learned. My colleague finished the activity as well with a crystal clear understanding of the two concepts about which her students needed additional instruction. It was game on and minds on, not just engagement in the game alone.
ReplyDeleteKahoot is such a great way to bring fun into assessment. It is definitely something I need to remember to use more. I've never used Quizlet before, but will look into it. Thanks for the information on Carrie Baughcum - I've never heard of her before, but will be looking into her blog to see how I can bring more gaming into the library. We just purchased BreakoutEDU boxes and are using them this week. I've read about schools that turn the year into a game - similar to what you were saying about how the game goes all year. The one I remember most was a middle school which turned the year into a game about an ancient city - they took the entire year to create their city, face different challenges, etc. It was run through the library and the English classes. Certainly a lot of work, but a fantastic experience for the students and (hopefully!) the staff! Thanks for sharing!
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ReplyDeleteCarrie is a friend of mine (we often have private Twitter conversations about the Walking Dead as it is playing!). The reason gaming works for her special education classroom is because she has passion for it! Students don't necessarily need "teacher buy-in" for a gaming scenario but it certainly helps to engage students when they see their teachers enthusiastic! Reading this again, I see I'm using way to many exclamation points....
ReplyDeleteDoug, your observation with the teacher incorporating tech was a great example- the students were engaged in the Kahoot but oftentimes teachers let their personal fears interfere with what might be of interest to students.