21 st Century Skills Gamified MAUREEN FITZPATRICK JOHNSON COUNTY COMMUNITY COLLEGE

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21 st Century Skills Gamified MAUREEN FITZPATRICK JOHNSON COUNTY COMMUNITY COLLEGE

Play: a new Skill for the Age of Participatory Culture Jenkins lists 12 (on handout) Play: “Capacity to experiment with the surroundings as a form of problem solving”

James Paul Gee ‘‘A game is nothing but a set of problems to solve’’ Notions of learning—Classroom v. Games ◦Short attention v. Long attention spans ◦“Chunking”/Scaffolding v. Complexity ◦Bubble-wrapped curriculum v. Learning from failure

McGonigal’s Definition of Game Games are goal-driven Games contain feedback systems Games operate under a rules Participation in games is voluntary.

The Problem with Educational Gamification Designers focus more on the goal than the game.

Warren Spector’s RPG Commandments Each player's path through the story must be unique. Players must always have clear goals. The level of interactivity must be high, The central character must grow and change in ways that matter to players in an obvious and personal way. The game must be about something more than killing things, solving puzzles, and maxing out a character's statistics.

How is Game Design Different than Assignment Design? This exercise is about Creating a world that encourages exploration. De-emphasizing linear process Making failure—particularly spectacular failure—part of the learning process Cultivating habits of learning

Badge Movement Badges are microcredentials used to certify skills and abilities not recognized by traditional institutions and employers Purdue Passport ◦ To learn, build and play  Mozilla Open Badge  Badge List Badge List  Credly Credly  Makewaves Makewaves  Open Badge Designer Open Badge Designer

What is a badge?

How are they used? Workplace Civic organizations Informal Education Formal Education Socially

Civic & Community Uses General Information  Mozilla Open Badge  Cities of Learning  Chicago  Badges for Vets

Educational Uses Alternative Transcripts

Challenge: Contribute to the Hypothetic Educational Game Three elements our designs have to have: A Landscape—a location or gameworld where we can send students to explore, interact, experiment and fail. Quests – tasks to be completed by traversing the gameworld and practicing their skills to accomplish small and large goals Weapons, Abilities & Skills– talents they can develop, hone, and use collaboratively to solve the problems we give them.

Criteria for 21 st Century Learning Badges Measurable ◦Submit work ◦Quiz scores ◦Project completions ◦Approvals from professors, librarians, partners, tutors, etc. Goals across assignments, courses & majors Must encourage autonomy—sandbox play not path-driven

Sample—The Persistence Badge Complete all first drafts by target dates No more than 3 absences Revise all papers Revise your weakest paper multiple times Ask a question at least once a week Be prepared for peer review Stick with the original topic you pick for the research paper Respond to peer review letters Survey people about your paper topics for multiple points of view. Research all of them. Locate logos, pathos and ethos type evidence for all major points

Set Criteria for A Habits of Mind Badge Select one of the habits of mind and create a list of 8-10 tasks or challenges that must be completed over the course of a semester or college career to earn this badge. Curiosity Openness Engagement Creativity Persistence Responsibility Flexibility Metacognition

Set Criteria for Jenkin’s 21 st Century Skills Badges Play — the capacity to experiment with one’s surroundings as a form of problem-solving Performance — the ability to adopt alternative identities for the purpose of improvisation and discovery Simulation — the ability to interpret and construct dynamic models of real-world processes Appropriation — the ability to meaningfully sample and remix media content Multitasking — the ability to scan one’s environment and shift focus as needed to salient details. Distributed Cognition — the ability to interact meaningfully with tools that expand mental capacities Collective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal Judgment — the ability to evaluate the reliability and credibility of different information sources Transmedia Navigation — the ability to follow the flow of stories and information across multiple modalities Networking — the ability to search for, synthesize, and disseminate information Negotiation — the ability to travel across diverse communities, discerning and respecting multiple perspectives

Set Criteria IMLS 21 st Century Skills Badge Select one of the habits of mind and create a list of 8-10 tasks or challenges that must be completed over the course of the semester or through a college career to earn this badge. Critical Thinking & Problem Solving Creativity & Innovation Communication & Collaboration Core Literacies (linguistic, visual, numeric, scientific, cross-disciplinary) Information & Media Literacy Civic Literacy

Set Criteria for Sheffield’s 21 st Century Skills Badges Digital-Age Literacy (“basic,” visual, multicultural & global) Inventive Thinking (flexibility, creativity, risk- taking, higher-order thinking) Effective Communication (interactive communication, collaboration, interpersonal skills, civic responsibility) High Productivity (ability to prioritize, plan, use appropriate tools effectively, produce high-quality product)

worktime

Questions ? POST YOUR BADGE CRITERIA OR QUEST SPECIFICATIONS TO DU/FRAMEWORKGAMIFIED/