Thursday, February 6, 2014

Old-School Gamification in the Classroom

As we listened to Charles Souza share about his former classroom, I recalled my own experiences as a sixth-grader in Kirkland, Washington.  Unlike his one-to-one Netbook setting, our classroom technology consisted of two student Compaq desktop computers and an overhead projector.  We did, however, participate in a simplistic, yet similar form of gamification to the one that Souza employed.

It was well-known at our school that sixth-grade students participated in the "community" set up by the teachers.  We each had jobs, which we had to apply and be selected for at the beginning of the year.  I was the secretary, seemingly because of my neat handwriting.  Our community had money, which we designed, printed, and distributed ourselves.  We also owned properties, which were constructed of milk cartons and set on a designated table designed like a mini city.  I also remember holding "market days," where we brought in products to sell to other students at our school.

Although I don't remember many details of the community system, I do remember being rewarded money for certain tasks throughout the day.  I also remember hoarding my community money, as I was easily motivated and competitive in school.  Finally, I remember the excitement of my younger brother as he watched me, anxious to have his own community experience two years later.

Now a teacher myself, I realize the value of creating such motivating situations for my students.  Listening to Charles Souza share his experiences led me to consider using a similar format in my K-6 computer classes.  Hmmm...something to think about!

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