Consider the Bartle types, but also consider the aspects of Purpose Driven Learning that Matera puts forth as you think about
how you currently use the language of learning in your class, and
how you would like learning to be discussed in your class. Dream big! After we envision some of these uses of language, we can think of ways that we might bring them into being more visibly in our classrooms.
Purpose driven learning and the growth mindset make such good sense in the classroom (and parenting!). The exciting part of the research is that it reminds educators that we CAN make an impact. Tierney (2014) makes an intriguing statement with regards to gamification and higher education:
“As educators, we have the authority to tell students to do assignments. We regularly hand out assignments with little to no aplomb, no mystery, and no sense of expectation or promise…As game designers, we cannot rely on the kind of compelled participation …we would quickly find ourselves without players…”
Perhaps we are a bit too comfortable with that authority of handing out assignments and would do better with some expectation of fun and mystery. I will be considering this thought and how I talk about learning in my classes, which is probably not explicit.
In moving away from player types, which I found a bit overwhelming, I appreciate Radoff’s 4 key components of game design: immersion, cooperation, achievement, competition (2011). This helps immensely when thinking about creating a gamified classroom, or even just a more interactive classroom. When we add in Gabe Zichermann’s SAPS model focusing on the elements of Status, Access, Power, and Stuff I begin to beleive that I can actually create a game-based class (Matera, 2015).
Matera, M. (2015). Explore Like a Pirate: Engage, Enrich, and Elevate Your Learners with Gamification and Game-inspired Course Design [E-Reader Version]. San Diego, CA: Dave Burgess Consulting.
Radoff, J. (2011). Game On : Energize Your Business with Social Media Games. Hoboken, US: Wiley. Retrieved from http://www.ebrary.com
Tierney, W. G. (2014). Postsecondary Play : The Role of Games and Social Media in Higher Education. Baltimore: Johns Hopkins University Press. Retrieved from http://www.ebrary.com