Student Name:
Darren Williams
Proposed Final
Project Title:
The Gamification of a
Curriculum: Can a slice of the national curriculum be successfully gamified?
Brief Outline of
Work:
I plan to take a slice of the National Curriculum for
Upper Key Stage 2 and gamifying its delivery to see if it can improve
motivation, engagement and retention of knowledge in students. The slice I
have chosen is on the subject of forces from the science section for year 5
students taken from the 2013 National Curriculum for England (DfEE, 2013).
I will be exploring the different kinds of gamification
delivery methods available and using my findings to produce a package of
materials, tools and a structure, which can be delivered to students over
several one hour sessions and include scope for homework. The pack will be
comprised of pre-existing worksheets and lesson plans which have been gamified
along with any other digital content that may become part of the gamified
structure.
This will all be contained within a gamified arc that
will aim to engage students outside of lesson time making use of systems such
as point/reward schemes (Kapp, 2012) and/or tangential learning (Portnow,
2008).
I wish to be marked on my ability to gamify materials
while staying conformed to the national curriculum. My ability to construct
lesson and module plans, my ability to create easy to use tuition delivery
tools and my ability to bring innovative methods to increase student
engagement.
Rationale For The
Project.
Growing up I suffered
greatly with dyslexia and subsequently found it very hard to engage with most
classroom content while studying at school. After years of “special needs”
assistance and assessments I finally found out that this engagement issue came
down to how the learning was facilitated. If I was doing something hands on or
if there was some form of tangible incentive, then I would engage fully and
retain the information better than if I was just being show slides or a
whiteboard.
On top of this I am also
very keen to break into the field of teaching and I have an interest in both
primary and higher education. After researching into job posts based around
these areas I have found that the most frequent requirement of which I do not
have, yet can obtain through this project is the ability to design, implement
and assess subject materials that conform to a curriculum.
Some examples of agencies
and posts that require these are Just Teachers, Cambridge Science Centre, All
Nottingham Secondary School, Morgan Hunt, Protocol National, Class People,
teaching assistants, game design lecturers and key stage 2 science teachers for
further information on these positions and what they look for in an candidate,
you can see my analysis on my blog found at http://darrenwilliamsgamificationlearning.blogspot.co.uk/
. Taking all of this into account, I decided to look into the gamification of
learning. After more research I found a lot of information on gamification of
instruction from different businesses and eventually came across Karl Kapp and
his gamification series on Lynda.com which I used to ask myself a question whether
I could deliver a set of lessons within a gamified structure to help students
in the same situation as I was in, engage with the course materials and retain
information delivered to them.
Annotated
Bibliography:
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TEXT
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SUMMARY
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Karl M. Kapp,
2012. The Gamification of Learning and Instruction: Game-based Methods
and Strategies for Training and Education. 1 Edition. Pfeiffer.
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This book is a well of
information on gamification and development. It will be one of my primary
sources of information while working on this project. So far I have used the
information from the readings to scope my project and create a time line.
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Karl M. Kapp,
2013. The Gamification of Learning and Instruction Fieldbook: Ideas
into Practice. 1 Edition. Pfeiffer.
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This is the second book
by Karl Kapp and builds upon ideas from the first book. It is means as more of
a practical reference guide.
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Brathwaite, B.,
Schreiber, I. and Media, C. R. (2009) Challenges for game designers. 1st edn. Boston, MA: Course Technology/Cengage
Learning.
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This is the game
designer’s bible. I will be using this for game elements, mechanics,
dynamics, and aesthetics. There is a lot more in this useful sections that
will emerge as the project progresses.
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Schell, J. (2008) The art of game design: A book of lenses. Amsterdam: Elsevier/Morgan Kaufmann.
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This is another staple
on any game designer’s shelf. I will be using this reading to aid me with
game elements and mechanics, themes, narratives, iterative cycle, player
(student) experience and, if I produce a digital element, user interfaces.
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Planning the
Primary National Curriculum: A Complete Guide for Trainees and
Teachers 2015, , Ringgold Inc, Beaverton.
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This book is a guide to
planning out the lessons and the national curriculum. I will be using this
book to help me become familiar with the way in which curriculums and lessons
are formed to ensure I keep the project academic. It will also teach me some
more of the skills I would require in a teaching post.
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Kapp, K. and Learning,
G. of (2014) Gamification of learning. Available at: http://www.lynda.com/Higher-Education-tutorials/Gamification-Learning/173211-2.html
(Accessed: 10 November 2015).
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This is the gamification of
learning modal from Karl Kapp found at Lynda.com. This is a series of video
lectures on the gamification of learning and (due to my aforementioned
dyslexia) will aid me in keeping focus and context when reading the books as
well as giving other useful exercises in gamification.
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Wallace, I. and Kirkman, L. (2014) Pimp
your lesson!: Prepare, innovate, motivate and perfect. United Kingdom:
Bloomsbury Publishing PLC.
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This text helps plan lesson
structure and assessments.
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Driscoll, P., Lambirth, A. and Roden, J. (eds.) (2015) The primary curriculum: A
creative approach. United Kingdom: SAGE Publications.
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This book discusses good
working practice across all teaching of the primary national curriculum in
England. I helps me to understand more fully the national curriculum and how
to work within its constraints.
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Ward, H., Hewlett, C., Foreman, J. and Roden, J. (2005) Teaching science in the primary
classroom A practical guide. Thousand Oaks, CA: Paul Chapman Educational
Publishing.
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This book provides advice
on teaching science to primary school children as well as further advice on
assessments etc.
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Harlen, W. (2005) Teaching,
learning and assessing science 5 - 12. London: Sage Publications.
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This book I will use to
learn about how children learn science and the goals set out in science. It
covers topics such as peer and self-assessment, core skills and it also
covers motivation in science learning for children 5 - 12
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DfEE (2013) The
National Curriculum HMSO.
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This is the national
curriculum from 2013 which I have taken my slice from. This also contains
information on what knowledge the students already have and additional
learning outcomes.
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Extra Credits
(2012) Extra Credits - Tangential Learning - How Games Can Teach Us
While We Play. Available at: https://www.youtube.com/watch?v=rlQrTHrwyxQ
(Accessed: 9 October 2015).
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This video introduced me
to some interesting points on gamification and educational games. It speaks
mostly of tangential learning which is a component I am hoping to use in the
overall gamified structure.
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Enders, B., Kapp, K. and The eLearning Guild Research
(2013) ‘Gamification, Games, And Learning: What Managers and Practitioners
Need to Know’, Hot Topics.
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This reading
contains research on gamification as well as game elements, design
considerations and examples of learning solutions using game mechanics,
elements and thinking.
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PROJECT MILESTONES
2015-16
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MILESTONE DELIVERABLES AND TASKS
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9 - 13 Nov
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Week 7
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FINAL SUBMISSION OF PROJECT PROPOSAL FRIDAY 13TH
DECEMBER 12:00 AM
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16 - 20 Nov
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Week 8
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Analyze learning outcomes and aim to answer the three
questions noted above in step 1
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23 - 27 Nov
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Week 9
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Identify types of
content and take the learning outcomes to link them to game elements and
gamified mechanics
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30 Nov
- 4 Dec
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Week 10
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I aim to hold a meeting between myself, relevant lecturers
and subject experts who are to be sourced prior to this week. Then to have
all of the knowledge and relevant information distilled and written up into a
Gamification Design Document
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7 - 11 Dec
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Week 11
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Link the learning outcomes, in-game activities and
assessment of learning to each other and start my first weeks sprint with
paper prototyping of the gamified elements attained from previous weeks
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14- 18 Dec
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Week 12
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Sprint week two, continued iteration of paper prototyping
of gamified elements. Assessment of previous weeks findings and further
readings into gamification
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21 - 25 Dec
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Xmas Break
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Reading and analysis. No official sprint.
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28 Dec
- 1 Jan
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4 - 8 Jan
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11 - 15 Jan
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Sprint week three. Re assess the project, check that scope
is still attainable and start production of completed elements. (if able, I
will pass out the product so far for testing and feedback in a live class.
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18 - 22 Jan
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Sprint week four. Continued iteration of product with recent readings
and feedback in mind.
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25 - 29 Jan
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Week 13
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Sprint week five. Consolidate elements, readings and findings ready
for presentation week while further iterations continue.
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1 - 5 Feb
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Week 14
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Seminar
Presentation Week
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8 - 12 Feb
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Week 15
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Sprint week six. Using feedback from presentations I will re-assess
the materials and incorporate guidance. At this point I will be looking to
create any digital elements I deem necessary.
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15 - 19 Feb
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Week 16
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Sprint week seven. Further iterations, further assessment. Focus this
week will be on ensuring all elements still tie together, work in tandem and
conform to the curriculum.
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22 - 26 Feb
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Week 17
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Sprint week eight. This week I will attempt further live classroom
testing of the materials for further analyses. I will then assess further
needs, further improvements and wright a final plan to incorporate and implement them
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29 Feb
- 4 Mar
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Week 18
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Sprint week nine. Further iteration, The project will be approaching
its final form by this point and is just being polished.
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7 - 11 Mar
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Week 19
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Sprint week ten. As previous week.
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14 - 18 Mar
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Week 20
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Final assessment week before elements are finalized and materials are
brought together for the final time.
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21 - 25 Mar
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Easter Break
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Further assessment if unable to the week prior. Focus on polishing up
any digital elements that are required.
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28 Mar
- 1 Apr
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Easter Break
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Further polish to digital elements as required.
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4 - 8 Apr
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Final design phase. Sprint week eleven. Tweak any elements
which remain unnecessary or are not achieving the required outcome from final
feedback.
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11 - 15 Apr
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Week 21
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Sprint week twelve. Continue to tweak elements. Use core design
readings to maximize this final development step.
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18 - 22 Apr
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Week 22
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Sprint week thirteen Package all materials together into the final,
deliverable product.
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25 Apr
- 29 Apr
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Week 23
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Contingency week to allow for unforeseen setbacks in development
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2 - 6 May
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Week 24
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Contingency week to allow for unforeseen setbacks in development
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FRIDAY
13TH MAY 12:00 AM SUBMISSION OF FINAL
PRODUCT
AND BLOG
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The above time line I will be sticking to as closely as possible, however Week 10 has been pushed back to next week and the week after. On the 11th of December I will be meeting with Dr Mohammed Ablel-Maguid, Head of Department for Science and Technology at University Campus Suffolk and then on the 14th December with Dr Erica Joslin, Head of Department for Children, Young People and Education at University Campus Suffolk. Once I have had these meetings I will post their comments and recommendations followed with my proposed actions. I also hope to source a school in which to apply my materials for feedback from real students.
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