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Showing posts with the label Teaching

Gender, Ettiquette, Conduct, and ESportsmanship

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A brief look at my own failings and shortsightedness, and my attempts to course-correct before even beginning...  Preparing to form an ESports team I am currently in the process of researching, planning, and hopefully implementing an ESports club or team for the HS / MS level at my school district, along with our new Superintendent and our Director of Technology. This is a more daunting challenge that one would expect. Don't get me wrong, NASEF along with the Emerald Foundation has everything in place that one would need to get started, but one must wait on administrative and board permission before hitting that " Activate " button. There are a lot of people that we need to have a " yes " from before we proceed. As a result I've had a lot of time to think about what I, and hopefully we, want this to look like, which is a good thing when vision casting for something completely new to your institution. Ultimately, we're looking for an inclusive a...

Gamification, Gamer Personality, and Match Making

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Back in 2010, when the concept of gamification was new to most of us, I remember trying to add game elements to my classroom. I remember being further inspired to do so my amazing TED talks from Dr. Jane Mcgonigal in 2010 and Gabe Zichermann in 2011. I remember discussing it with others in a group lead by Jeff Mummert . At that time, we felt like we were building gamification experiences out of duct tape and baler twine. Occasionally, we would discover a tool we could “splice” on to our classroom, but more often than not, our IT departments would block that tool almost as soon as we began using it. Most gamers today are a combination of player types. Today, we are blessed to have myriad gamification tools for education available. Some of my favorites are Classcraft , ARIS , and Edmodo’s Badges , but there are a lot more. All of them scratch a specific gamification itch. Some scratch many. None, in my opinion, cover all bases. The Premise I’d like to propose that the most suc...

Classcraft and ARIS

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Recently, I decided to roll out Classcraft in all of my Seventh Grade classes, and I have found it to be surprisingly effective. Not only do students take the health and experience of their characters very seriously, but they also strive to help their teams and classmates in general. One thing that surprised me was how much students crave XP (or experience points). What I do with Classcraft has no effect on student grades whatsoever. Yet, I can attach points loss / gain consequences to my behavioral and procedural expectations via  XP and HP . While these points don't matter in terms of students' grades, they do matter a great deal to students, who are ultimately more concerned with the game than their grade anyway. They get so excited about equipping their avatar with custom stuff, and many of them are becoming XP hungry. There are many students who are serious gamers and are used to being able to " grind " for XP in a game. In the way that I...

Danielson is a Hard Core Gamer: Part 1 - Gamification & Classroom Environment

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Okay, so I don't know Charlotte Danielson , and I cannot seriously make conjecture on her leisure activities, particularly in the realm of video games. With that out of the way, I wanted to explore some of the ways in which the use of simulations, games, gamification and game design relates to and can exemplify the four domains of Danielson's Framework for Teaching and learning . Today, I'd like to begin with Domain 2, Classroom Environment. In future posts on this topic, I plan to explore the other domains. For those of you who are being evaluated using the Danielson framework and who also happen to be doing gamification (with or without Classcraft), feel free to steal liberally from the language in this post for your professional "evidence folder". Gamification, Levelling up my Classroom environment with Classcraft I've been using Classcraft off and on since last year, but I'm just now really starting to get into a groove with this thing. ...

3d Resurrection - Getting your Cube 3 Working again

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Perhaps, like us, you unwittingly chose a Cube 3d Printer  for your school or classroom, either because of it's iOS air printing capabilities or because you were sold on the fantasy of it being seamless and simple. LOL... Then, when 3d Systems announced it was discontinuing its line of consumer machines , you may have felt abandoned and hurt and confused. For us, it was a pretty low blow, considering there was no prior announcement about this and we had just purchased one of these bad boys for nearly $800.00; no small amount for a public Middle School. We may have gotten a lot of distance out of this machine, nonetheless, as we had stockpiled quite a few of the proprietary filament cartridges. If you've used one of these at all, though, you know the  filament cartridges are crap , and definitely the weakest link when it comes to this printer. The filament is terrible and you're constantly disassembling and reassembling cartridges. The filament cartridges are also this...

My first real foray into Classcraft...

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I’ve been blogging here about gamification for years. I’ve read and watched just about everything  Gabe Zichermann  and  Jane McGonigal  have said about human motivation and how games motivate us*. I've spoken at conferences, workshops, and in-service events about gamification. Despite all of that, I have not tried Classcraft until this school year. Classcraft  bills itself as a game-based approach to teaching, but it is basically a gamification tool (see my  Gamification / Game Based Learning / Game Design disambiguation here ). It was designed to encourage participation, good behavior, and collaboration and at first, seemed like the secondary version of Class Dojo. In some ways it is, but it does a lot more. Basically, Classcraft’s goal / premise is to help me manage, motivate and engage my students by transforming my classroom into a role-playing game, which should be right up my alley. Anyone who has spent any time reading my blog knows that I love...

3d Printing IRL

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So, I wanted to share my reflections on my first month with a 3d printer. I recently wrote about our experiences choosing, ordering, and setting up a 3d printer here at Spring Grove Middle School. I'd like to share some thoughts with you for the good of the cause on what having a 3d printer is like "in real life" (IRL). If you're considering adding a 3d Printer, these are some ideas, experiences, thoughts, and issues you might want to consider. Know you will have issues  3d Printing is not ready for prime time. No matter what mainstream manufacturers would want you to believe, 3d printing is for makers and enthusiasts. It is not a seamless, out-of-the-box plug-and-play casual consumer experience. You can buy the "Fisher Price" of 3d printers and still end up tearing stuff apart and fixing it on a regular basis. Have tools, and be prepared to use them. Unfortunately, the fantasy & the reality of owning a plug-and-play 3d printer didn't line u...

Three tools to step up design in your classroom...

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Even if you know nothing about design! Designed in Canva... in 1 minute. Okay, graphic design is a classically snobbish topic in most of our minds, and historically most of our students really had little opportunity to experience it or interact with it. Today, we live in a visual landscape that is constantly getting more competitive. Everyone has a connected device, including most of our students. They see great design all day on web sites, apps, user interfaces, advertisements, and even E-cards from their middle school bae. The visual elements of most of our classrooms, though, from educational / inspirational posters to handouts to our Power Point Presentations (do people still use Power Point to make presentations?) look like amateurish garbage made by a well meaning but under-skilled octogenarian trying to design a bake sale flier for the local Rotary club. We can get away with die cuts, glitter, and Karen's Kids clip art until about fourth grade. Soon, though, kids are...