{"data":{"ID":387,"Class":"Conversation","Created":1387663339,"CreatorID":88,"RevisionID":null,"Status":"Accepted","Title":"Gamification: A framework for instructional design","Handle":"Gamification:A_framework_for_instructional_design","ShortDescription":"Gamification refers to using elements of game design, specifically video games, as a model for instructional scaffolding. Join us in exploring how gamification can be leveraged to create an instructional cycle that supports challenge-based inquiry, differentiation, and cooperative interdependence, as learners \"play\" to unlock \"powers\" for greater learner autonomy.","Description":"Gamification refers to using elements of game design, specifically video games, as a model for instructional design and scaffolding. In this conversation we will explore a model where learners \u201cplay\u201d to earn badges and skill points to unlock greater autonomy in directing their own learning. \r\nLike compelling video games, a gamified classroom engages learners with achievable, incremental challenges, designed to build skills and knowledge necessary for meeting more sophisticated challenges as learners move from one level to the next.  A \u201cGamified\u201d class uses a mastery system and so failure is encouraged. Failure (making mistakes) is valued as a legitimate technique for practice and feedback provides learners with cues, hints, and partial solutions to keep them progressing and motivated, as well as acknowledgement of incremental goal progress. If students fail a quiz, lab, or assignment challenge, they may repeat it until they have mastered the skill.  This in turn creates a system that is leveled, allowing for differentiation and students to progress at a personal pace.","Link":["http:\/\/www.21stcenturylab.org\/","http:\/\/classroom2pt0.wikispaces.com\/Gamification"],"Audience":["High School","Middle School"],"Practice":"Implementing a gamified class requires planning, curricular reorganization, and a pedagogical shift. Participants will be provided with all session materials in advance (http:\/\/prezi.com\/hzqbzhjmcuyl\/gamification\/) and challenged to use the templates and exemplars, Google Apps and an LMS of choice, to begin designing their own gamified units of instruction, ideally leaving with the tools and framework for scalable implementation. At checkpoints we will share innovations and challenges that emerge. At the conclusion, participants will be invided to join the Gamification in Education Google+ community, for continued collaboration.","Presenter":["Philip Vinogradov"],"PresenterAffiliation":["Centennial School District"],"PresenterEmail":["vinogradovphilip@gmail.com","pvino1@mac.com"],"ScheduleSlotID":36,"ScheduleLocationID":9,"SubmitterID":88,"AdditionalComments":"Presenter Background:\r\nPhilip Vinogradov is a Google Certified Teacher and the Instructional Technology Specialist for Centennial School District in Warminster PA, providing embedded and sustained professional development for faculty in leveraging emerging technologies. He is also the program developer for the district\u2019s 21st Century Learning lab and Classroom Initiative, working to build learner and teacher capacity for authentic project based learning. He has led workshops on gamification and the flipped classroom at ISTE 2013, PETE&C, Google in Education Summits, and other regional conferences. He has also presented on topics of leveraging emerging technologies to support instruction, collaboration, and design thinking at PETE&C, NAIS, and NSTA conferences.","LiveChannel":null,"Hashtag":null,"VokleID":null,"RecordingURL":null,"ConferenceID":3}}