In this post I would like to cover adding narrative and story to a
gamified experience and then apply it the four work sheets I have been working
with. I will then carry on to apply narrative to each lesson plan and produce
the first unified gamified lesson plans.
Before I can add story I must understand the elements of gamified
stories. Below I have distilled the relevant core information from several
different resources and I am going to cover them one at a time.
First of all Alice Keeler states that “what we learn from games is that
adding narrative, storyline, a theme, or fun graphics to our lessons and
activities can help be more engaged.” Stories can provide context for students
to base their learning on and ultimately give purpose to the knowledge they are
learning. Purpose is a key aspect which I covered in earlier posts when mapping
out lesson tasks. By giving purpose students are far more likely to engage with
and retain subject matters being taught. “Even fantasy context can give
students purpose for their learning” (Keeler, 2015)
Keeler states that we should try to start every assignment or task with
a short paragraph telling a little story to frame the session. The example she
gives is "You are a spy trying to break into a government
building in enemy territory. Solve these 30 math problems to gain entrance
through the secret gate in the back." This then frames the tasks in
a hypothetical narrative which gives students a goal and purpose. She also
states that teachers should create (or buy) a “mission complete” stamp to place
on students work when the task has been completed successfully as a reward.
This would act as a badge to give to the students in recognition of their
achievements.
To help immerse a student, refer to them is context appropriate
names. This could be as simple as adding “Agent” in front of their surname so
Darren Williams would become Agent Williams. Immersion is key to maintaining
student engagement and interest.
Activities and lessons should be modified, expanded, or
reconfigured in order to make the subject more contextually appropriate and
maintain student immersion. With this student should also be encouraged to role
play their persona's and to deliver answers in a thematic way. For example
father than just giving the answer 14, a student could say “according to the
decrypted data, the next number to unlock the vault is 14”. According to Keeler
this can increase student’s depth of knowledge.
Do’s and Don’ts of young story telling.
There are many things that should be considered when telling stories to
younger students. The demographic for my lessons are boys and girls aged 9 –
10. With this in mind I have pulled some basic rules to remember when writing
stories for this age range. A lot of these points can be applied to many
different years however.
· Avoid using “Butinskis” to guide your main characters actions. If a character is a child then they should arrive at a positive/moral conclusion on their own rather than being told what to do by an authoritative figure such as a parent “Real kids get told what to do, how to do it, and what not to do all the time. Kids have to listen to adults blathering all the livelong day.” (Scarbrough, 2013)
· Keep any and all authoritative figures at most, to the background of the story. This encourages independence in students and gives them a sense of individuality and competence.
· You cannot have progression without conflict. When telling a story about a child or children, they should get into trouble. “To have a great story, you’ve got to get your main character into trouble. Get your character into trouble, then get that character into more trouble” (Scarbrough, 2013)
· A character should be, where possible, the cause of their own trouble. As an example this could be a character misbehaving in class or breaking a neighbour’s window. This will reaffirm independents to the children and give them all a sense that they are in control of their own actions and consequences, thus increasing interest and engagement. They are not here just because somebody told them they had to be.
· Don’t take it easy on your main character. Scarbrough states that it can be all too easy to become attached to your own characters in the same way you would get attached to a child you nurtured and cared for. A character that gets off lightly and doesn't suffer is a boring character. Do not take it easy on your protagonist, make them suffer.
· Avoid using “Butinskis” to guide your main characters actions. If a character is a child then they should arrive at a positive/moral conclusion on their own rather than being told what to do by an authoritative figure such as a parent “Real kids get told what to do, how to do it, and what not to do all the time. Kids have to listen to adults blathering all the livelong day.” (Scarbrough, 2013)
· Keep any and all authoritative figures at most, to the background of the story. This encourages independence in students and gives them a sense of individuality and competence.
· You cannot have progression without conflict. When telling a story about a child or children, they should get into trouble. “To have a great story, you’ve got to get your main character into trouble. Get your character into trouble, then get that character into more trouble” (Scarbrough, 2013)
· A character should be, where possible, the cause of their own trouble. As an example this could be a character misbehaving in class or breaking a neighbour’s window. This will reaffirm independents to the children and give them all a sense that they are in control of their own actions and consequences, thus increasing interest and engagement. They are not here just because somebody told them they had to be.
· Don’t take it easy on your main character. Scarbrough states that it can be all too easy to become attached to your own characters in the same way you would get attached to a child you nurtured and cared for. A character that gets off lightly and doesn't suffer is a boring character. Do not take it easy on your protagonist, make them suffer.
Story
Structure
When writing
stories, structure is one of the most crucial considerations. In books, movies,
and poems etc. there are many different successful structures, however, with
gamification the story must be considerably stripped back in order to incorporate
the lesson materials within the time scale. This does not mean that the story
should not follow a simple structure, in fact quite the opposite. For my lesson
plans I will be following the tried and tested three act structure.
Below are
distilled bullet points about the three acts along with how they can be used in
a lesson plan.
Act 1: The Inciting Incident
·
All characters should be
introduced with any relevant relationships
·
The main problem of the story
is made apparent
·
Open with action, conflict,
and excitement
·
For gamification this can also
include the inciting incident (the call to action for the main character)
I suggest this be the opening paragraph to the
session, giving the students context and purpose.
For example:
“It was a quiet Monday morning, very quiet,
almost too. Well, you get the point. Then out of nowhere, she flew into my office like a boss who had a problem that needed
to be solved. Hi, boss. I've got a problem that I need to solve. She wanted to know why team leadership was ineffective and why we weren't getting the job done. We need effective leaders, she said. Well, let me investigate and let me see what I can discover. Good. Take the new person here and go
see Ivan. Ivan, the informant. I
think he went to a conference on the subject. Here's where you come in. Help me figure out these clues
and help me figure them out fast.” (Kapp, 2014)
Act 2: The Twist
·
Add complication, this should make the original problem more
dangerous or difficult that as portrayed in the first act
·
“Your adversaries must be in motion” (Cannell, 1997), enemies do not just sit around
waiting to be stopped.
·
By the close of act 2 the main character should be
at their lowest and past the point of no return. A good example of this is in
Kevin Henkes, Lily’s Purple Plastic Purse. At the close of act 2 lily wrestles
with how to make amends for drawing a nasty picture of her teacher and hiding
it in his bag, this includes a bout of woe-is-me and she struggles greatly.
I suggest that this takes place between tasks and
seeing as the majority of tasks build on each other, a twist or complication
can easily be worked in to give further purpose to the exercise. Remember that
the down and out section of act 2 does not need to be as drastic as wrestling
with one’s own conscience. Another good example would be that a character
realises that there are extra variables to consider with a seemingly impossible
time limit to recalculate, upon which the character or teacher can ask the
students to help.
Act 3: The Conclusion
·
The problem should be fully resolved
·
Any loose ends should be tied up
·
As opposed to regular stories, gamification narratives
should always end positively to encourage learning and reward the learners with
the best outcome.
This is easily the shortest section the
gamification experience. It should come at the end and recap all the topics
that have been taught in the session. It is a good idea to incorporate
Diagnostic Feedback into this act also.
With all of these points in mind I am now going proceed,
in my next post, to take each mapped out lesson with its gamified elements and
form them around a narrative. To help me with the narratives I am going to be
using Story Cubes.
References
Scarbrough, M.H. (2013) Common mistakes to avoid when writing a children’s book. Available at:
http://www.quickanddirtytips.com/education/writing/common-mistakes-to-avoid-when-writing-a-childrens-book
(Accessed: 31 March 2016).
Keeler, A. (2015) Gamification:
Engaging students with narrative. Available at:
http://www.edutopia.org/blog/gamification-engaging-students-with-narrative-alice-keeler
(Accessed: 31 March 2016).
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).
Cannell, S.J. (no date) Stephen J Cannell lecture part IV: What is Three act
structure?. Available at: http://www.writerswrite.com/screenwriting/cannell/lecture4/
(Accessed: 31 March 2016).
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