Key Points Week 4
by Stevie Gladeau
1. Gamified learning or the gamification of learning
1.1. The use of game design elements in non-game settings, such as a classroom, in order to increase motivation and attention on a task
1.2. With gamified learning, or the creation of gameful experiences, can impact engagement, motivate target behaviors and drive innovation
1.3. Badges are a digital artifact or image that is awarded to individual students upon the completion of an assignment or task or in recognition for the demonstration of specific skills or knowledge; another way, besides grading, to recognize student achievement
1.4. Additive grading is a grading technique commonly used in gamified classrooms where every student starts with zero points (or no grade) and earns points and grades as they complete assignments throughout the school year or grading period
1.5. Leaderboard is the student roster displayed in order based on the number of points awarded; can include student names or be anonymous in order to maintain privacy
1.6. Levels is the grading scheme in a gamified class is made up of levels that students move through as they earn points in the class; each level has a minimum number of points required in order to attain that level; letter grades can be assigned to different levels (i.e. the top level could be considered an A+)
1.7. Locks is when a specific requirement must be met in order to access a particular assignment, task, project or level; for instance, Assignment 2 might be locked until a student earns at least 80% on Assignment 1
2. iPad learning centers included in the classroom
2.1. Learning Center a space set in the classroom that allows students to engage in independent and self-directed learning activities
2.2. Differentiation is when tailoring instruction to address students' individual needs
2.2.1. Students that need more help should always start at the teacher center
2.3. Learning centers are beneficial for students because they allow teachers to differentiate instruction
2.3.1. Centers can be used in all areas of the classroom and for all subjects
2.4. The teacher can record the students progress on apps that are used during iPad center time.
2.4.1. Examples: Seesaw or Kidspiration Maps