Sunday, December 10, 2017

DGL vs Gamification



At first I had trouble with the difference between digital based learning (DGL) and gamification in regard to education. However, after doing some reading and thinking about how my own school incorporates technology into learning, the differences between the two education program types became clear. The examples I will be using are Istation, a DGL program, and Reflex Math, a program I would categorize under “Gamification”. Istation is a program that we use K-5 to assess students’ reading and math skills. The program saves educators a lot of time by having students take multiple assessments digitally and collecting data. The program is research-based and proven effective. According to research, “istation Reading Curriculum manages student data and provides teachers with timely access to continuously revised data through skill and progress reports on individuals and groups of students”(istation Reading Curriculum Supplemental Reading and Intervention Program, 2004). This type of program is different from a game in that, while the program changes and adapts according to the students’ needs, the students are not in control of the content – they merely interact with what is presented to them. The students complete assessments through Istation and practice skills that are presented. The next program, Reflex Math, is what I would classify under “Gamification.” Measles & Abu-Dawood (2015) define gamification as something that “integrates game elements into educational content to promote motivation and engagement” (p. 809). Educational games have been used in the classroom to make learning more enjoyable to students who are used to the stimulation of video games. When students interact with Reflex Math, they have control over many of the elements, such as the appearance (they can change their avatar), the games they play, and how they spend virtual currency that they earn while playing the program. The authors of the article Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment (2015) note that, “Gamification is not an easy to create because it requires deep thinking about the whole learning experience rather than focusing on the elements solely” and that “Well designed gamified content can be engaging and enhanced motivation because they tap into the cognitive, the emotional, and the social areas of the players” (O’Donovan, Gain, & Marais, 2013; Kapp, 2012, as cited by Measles & Abu-Dawood, 2015). Students have fun interacting with Reflex Math, which is something that separates it from Istation learning; while students may be engaged by animations produced by Istation, it is not a game they are playing. Much like practicing spelling words may be enjoyable for some, or completing a “mad minute” with math facts, it is different from a game where the student is in control. In my opinion, there are distinct differences between DGL and Gamification. While engaging students in different ways, I believe that both are equally important tools to use in the classroom for increasing and monitoring student learning. Measles, S. & Abu-Dawood, S. (2015). Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 809-814). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE). Retrieved November 10, 2017 from https://www-learntechlib-org.ruby.uhv.edu/p/150094/.https://www.istation.com/Content/downloads/whitepapers/ISResearch.pdfx

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Kahoot

When I saw this tool listed as one of the social media tools to explore I had to use it as the focus of my post.  I went to a training a few years ago where Kahoot was featured as a tool to get students excited about learning, while at the same time receiving a pre-assessment of whatever content is being focused on. I currently use a similar app called "Quizizz" in my classroom that serves to help students review before a test or to simply reinforce concepts.  I remember now, after seeing the name again, how fun Kahoot was when I participated in a demonstration at a training.  The way information is presented to the learner keeps you engaged and, while it is comparable to Quizizz, the organization of materials seems to make the learning more engaging.  I believe it will be beneficial for my students if I rotate between Quizizz and Kahoot to keep the presentation of information fresh and engaging.  

Click the image above to visit Kahoot and view the "What is Kahoot!?" video. 

Week 15- Looking ahead, closing thoughts

Here I begin my final blog posting of my graduate studies.  This internship has been one that has pushed me to do things that I otherwise wo...