{"id":2822,"date":"2013-07-03T09:30:28","date_gmt":"2013-07-03T17:30:28","guid":{"rendered":"http:\/\/www.educatoral.com\/wordpress\/?p=2822"},"modified":"2015-07-17T23:52:14","modified_gmt":"2015-07-18T06:52:14","slug":"characteristics-of-gbl","status":"publish","type":"post","link":"https:\/\/educatoral.com\/wordpress\/2013\/07\/03\/characteristics-of-gbl\/","title":{"rendered":"Characteristics of GBL #3dgamelab"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-2823 alignleft\" src=\"http:\/\/www.educatoral.com\/wordpress\/wp-content\/uploads\/2013\/06\/Screen-Shot-2013-06-28-at-10.42.16-PM-400x44.png\" alt=\"Screen Shot 2013-06-28 at 10.42.16 PM\" width=\"400\" height=\"44\" srcset=\"https:\/\/educatoral.com\/wordpress\/wp-content\/uploads\/2013\/06\/Screen-Shot-2013-06-28-at-10.42.16-PM-400x44.png 400w, https:\/\/educatoral.com\/wordpress\/wp-content\/uploads\/2013\/06\/Screen-Shot-2013-06-28-at-10.42.16-PM-150x16.png 150w, https:\/\/educatoral.com\/wordpress\/wp-content\/uploads\/2013\/06\/Screen-Shot-2013-06-28-at-10.42.16-PM.png 651w\" sizes=\"auto, (max-width: 400px) 100vw, 400px\" \/>With regards to the 8 characteristics of <del>Game-Based Learning (GBL)<\/del> <em><strong>[CORRECTION: this should be Quest-Based Learning (QBL) as GBL is something different entirely]<\/strong><\/em> mentioned in <a href=\"http:\/\/3dgamelab.com\/\">3DGL<\/a>:<\/p>\n<ul>\n<li><strong>Choice (Autonomy)<\/strong><\/li>\n<li><strong>Failure<\/strong><\/li>\n<li><strong>Progress Bars<\/strong><\/li>\n<li><strong>Multiple long &amp; short aims<\/strong><\/li>\n<li><strong>Reward ALL successful efforts (XP points)<\/strong><\/li>\n<li><strong>Prompt, meaningful feedback<\/strong><\/li>\n<li><strong>Elements of uncertainty\/awards<\/strong><\/li>\n<li><strong>Socialization<\/strong><\/li>\n<\/ul>\n<p>schools need to embrace these, probably all at once, in order to become more relevant and enjoyable for our children. I have tried changing some of these in my classroom. I have created autonomy in how students show what they have learned. I have amassed enough iPads, Netbooks, and iMacs to have a 1:1 learning environment. All my students have blog accounts and they can choose from a variety of Web 2.0 sites or apps to share what they are learning. I only question how the next to last one, awards, are used. They can be used in such ways as to encourage extrinsic motivation. I hear of teachers who give candy, stickers, or whatnot planning to wean kids of them but I&#8217;m sure they ever do because I hear them speaking of using those rewards late in the school year. How else can have elements of uncertainty without awards\/rewards? Maybe inquiry?<\/p>\n<p>In order to make failure a process of learning and not something to be avoided at all costs I abolished grades from my classes. No longer is failure or making mistakes going to results in losing points or getting a low grade or an F. Students can keep working on something until it&#8217;s done and compete instead of wondering if it&#8217;s an A already and then stop and move on.<\/p>\n<p>I encourage socialization by the use of <a href=\"http:\/\/www.collaborizeclassroom.com\/\">Collaborize Classroom<\/a>, a social network, where students can have a classroom discussion where I&#8217;m not the one in charge calling on students who raise their hands and aren&#8217;t afraid to speak. Now all students can participate and chime in as they wish without speaking in front of their peers. (<em>I&#8217;m thinking of switching to Edmodo next year to see how it compares to Collaborize Classroom. I&#8217;ve heard great things about Edmodo.<\/em>)<\/p>\n<p>Yet with all those changes I still don&#8217;t have 100% engagement and I still don&#8217;t have 100% happy students who like Science and do work. I still have discipline problems and I still have kids who won&#8217;t do any of the above. So why is that? I think that without all of the elements of a game then it&#8217;s not complete and I still won&#8217;t reach the most at risk students. <a href=\"http:\/\/resultsonlylearning.blogspot.com\/p\/book.html\">ROLE Reversal by Mark Barnes<\/a> explains that the ROLE (Results Only Learning Environment) will only work when all the elements are in place, and the elements of a ROLE greatly match with the elements of GBL. I think Mark Barnes is right. At least I&#8217;ve seen that with elements missing, it&#8217;s not working for me.<\/p>\n<p>So I think that in order to have the paradigm shift that Jim Gee talks about in <a href=\"http:\/\/vimeo.com\/64761424\">Grading with Games<\/a>, we need to take GBL to its full level of gaming. We have to gamify our classroom to the point where it is like a game (or if you&#8217;re not into gaming try <a href=\"http:\/\/www.amazon.com\/dp\/B00BEKZQGI\/ref=r_ea_s_t\">ROLE<\/a>). With all the pieces in place that engage gamers and kids of all kinds I may be able to engage all my learners because even the students who won&#8217;t do work in my class or create a video, an animation, a glog, or anything like that will still play a game when they have free time with my iPads and computers. I want that level of engagement. I want my Science classes to be fun. I want kids to see learning as fun and do it. Success will breed success.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>With regards to the 8 characteristics of Game-Based Learning (GBL) [CORRECTION: this should be Quest-Based Learning (QBL) as GBL is something different entirely] mentioned in 3DGL: Choice (Autonomy) Failure Progress Bars Multiple long &amp; short aims Reward ALL successful efforts (XP points) Prompt, meaningful feedback Elements of uncertainty\/awards Socialization schools need to embrace these, probably &hellip; <\/p>\n<p><a class=\"more-link btn\" href=\"https:\/\/educatoral.com\/wordpress\/2013\/07\/03\/characteristics-of-gbl\/\">Continue reading<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[2230],"tags":[2971,200,375,2195,1284,2964,2336,1455,2191,195,842,1189,2965,20,208,386,2967,59,2966,2968,214,3543,2969,2984,2970,3027],"class_list":["post-2822","post","type-post","status-publish","format-standard","hentry","category-gamification","tag-aims","tag-amp","tag-apps","tag-autonomy","tag-candy","tag-discipline-problems","tag-elements","tag-failure","tag-game","tag-imacs","tag-learning-environment","tag-mark-barnes","tag-meaningful-feedback","tag-motivation","tag-netbooks","tag-peers","tag-progress-bars","tag-rewards","tag-risk-students","tag-role-reversal","tag-school-year","tag-science","tag-socialization","tag-stickers","tag-uncertainty","tag-whatnot","item-wrap"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- 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