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Gamification

Sending students immediate feedback with Google Forms

I have been a huge fan of Google Forms for quite a few years. I have used it for everything from collecting survey data, to getting feedback on a course, to polling students during a class. For me, it has become a necessity in the way I teach my classes. A couple of years ago, I began giving my students short, specific assessments over the assigned readings each week. Students would read an assigned article or chapter, complete some questions pertaining to the reading through a Google Form, and I would give their response a score. This system has worked well for me, but one complaint I have heard from students is that they do not have access to their responses once they hit Submit. My solution (which is really just a work-around) was for them to write their answers in Word first, then copy and paste them into the form field. I would admit to the students this was not ideal, but it was the only option. With a class of 100 students, I did not want to have to send the students their responses one by one. This constraint of Google Forms made it seem a little clunky for what I was doing.

That is, until I found out about formMule. The add-on for Google Sheets has been a major time-saver for me, and it has been great for the students as well. In short, I have been able to use formMule to send students a copy of their responses immediately after they submit them to me. The responses are not automatically graded, but the students at least get immediate feedback about whether or not their answers made it into the spreadsheet.

Disclaimer: I am going to assume a person already knows how to create a Google Form, which sends responses to a Google Sheet. This tutorial will not include an explanation about how to set up either of those tools.

Step one: Install the formMule add-on for Google Sheets

This is really the easy part. If you have already installed add-ons, then this process is already familiar to you. One nice feature of the add-ons is that once you install it on one sheet, it will be available for all sheets you have created.

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Step two: Make sure your form is asking the right questions

If you want to send your students a copy of the answers they just submitted, you must have an address to send them to. This may seem like a simple thing, but you must make sure you have a field in your form for the students to input their e-mail address.

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Step three: Setup FormMule to send responses automatically

Once the form is created (including an e-mail field), you must setup the FormMule add-on so it e-mails students their answers immediately. I want to emphasize, FormMule is an add-on for Google Sheets, not Forms. Once you create a form, Drive creates a corresponding Sheet where the data is entered every time someone completes your form. The spreadsheet will be in the same place as your form, so just go back into Drive and open it up. Once you have opened your spread sheet and installed FormMule, this process is pretty simple and straight forward. Here are the steps to complete this process:

1. Choose your data source, which should be the worksheet labeled Form Responses 1.

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2. Setup the form trigger to send a message as soon as the form is submitted. You can also setup FormMule to send the responses at a later time, which is what they call a Time Trigger.

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3. Decide how many different templates you want to send students, and the establish conditions for each template. For example, if you are giving a multiple choice quiz you can use formulas to automatically grade the responses and send students either a certificate of completion for passing or a notification that they will have to retake the quiz. My recommendation, especially if you are new to FormMule, is to start simple by sending students a copy of what they just submitted to you. Once you feel more comfortable with this process, you can branch out and try sending different messages based on specific criteria.

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4. Now you can create the message students will receive when they submit their responses. Because this is essentially a mail merge, you can integrate data from the spreadsheet into your customized response. To do this, you simply click on a merge tag and it will be added to your message. There is no text editor built into the template builder, so you will need to use good ole' HTML if you want to add any design features to your message. Below is an example of confirmation message I have created for my students.

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Step four: Test your form

For me, this is the fun part. Once you have everything setup, you need to submit a couple of responses to make sure A) the confirmation message is actually sending, and B) the message looks like you want. I have to admit, I still get a little giddy when a message is automatically sent and it looks just right. Once everything looks just like you want, you are ready to go.

Feedback from my students has been they appreciate getting a confirmation message rather than feeling like their answers are being sent somewhere into the abyss. My next post will show you how to automatically score student multiple choice items, which is a pretty handy tool for giving immediate feedback.

What strategies or tools do you use to give students feedback when they submit their work to you.

The Teaching Professor Technology Conference 2015

TPT 2015

This weekend I presented on gamification at the 2015 Teaching Professor Technology Conference in New Orleans. This is my second Magna conference, and it was fantastic. I met some wonderful people and learned some excellent strategies for using tech in my teaching. Below are my presentation materials.

I look forward to participating with this community of learners again in the future!

Here are some other resources I have written on using gamification in your classroom:

Using Gamification to Get Buy-In From Students

I think a lot about gamification. Not because I consider myself an expert, or even particularly good at it. I am obsessed with this concept because I think it actually works. This morning as I drove to work, I was thinking about why a person would want to spend time and energy learning about, developing, implementing, and improving gamification techniques in the classroom. After some thought, and skimming a few blog posts later in the day, I think I know what attracts me to gamification:

Buy-in

This is an essential piece of the teaching puzzle that hardly ever gets mentioned. We talk about learning activities, aligning learning objectives with assessment, making thinking visible, timely and targeted feedback, and differentiation (all of which are undeniably important), but rarely do I hear people in my profession talk about strategies for gaining buy-in from the students. Maybe we use other terms to express the same concept: engagement, motivation, fun. But to me, what I am really trying to achieve with my students is buy-in. Yes, I ultimately want them to learn, learn how to learn, and learn to love learning, but what influences my day to day experience more than anything else is buy-in.

Here's an example. When I was a school teacher, I learned quickly that what I called "classroom management" was less about me controlling the students than it was about students choosing to cooperate with me. Once I figured this out, I no longer exerted my control over students, and spent more time creating an environment where students were motivated to cooperate with the expectations I had set. Early on, I used The Book, where students would write their name if they got in trouble. As in, "Johnny, I told you to stop talking. Go write your name in The Book." Or, "Suzy, you are supposed to write in your journal as soon as you hand in your homework. Go write your name in The Book." If multiple infractions occurred, students would put check marks next to their name. One check mark meant missing 5 minutes of recess (which really just delayed my bathroom break by 5 minutes). Two check marks meant a whole recess, and so on.

I hated this technique because it placed too much emphasis on the behaviors I was trying to eradicate. I noticed bad behavior, and then I called attention to bad behavior, then I virtually rewarded it by letting the student stop working long enough to walk to the front of the classroom to write in The Book (which for some students might as well have been called The Big Badass Book of Awesome Badassses). This was not the kind of buy-in I was looking for. Some students were actually motivated to do the wrong thing as a way to build their classroom mojo.

When I finally was able to see this, I knew I had to add some dimensions to my classroom management that took the focus off bad behavior. What if, I thought, I put effort into catching the students doing the right thing? Would this make a difference, or did being bad just feel too doggone good? I had to find out.

So, I added two things to my classroom management repertoire that absolutely changed everything. First, I started passing out Aggie Bucks (because I went to Utah State and we're the Aggies, and I shamelessly promote my school at every opportunity). If students came in quietly in the morning, handed in their homework, and wrote their assignments in their planner, they got an Aggie Buck. If they worked quietly on their Do Now activity, they got another one. There were about 3-4 times throughout the day where students would get Aggie Bucks for doing what they were supposed to do without being reminded. They could spend their Aggie Bucks in the classroom store before or after school on things like pencil sharpeners, books, erasers, and throwing knives. I just wanted to see if you were still reading.

From this point on, I don't remember having to threaten or warn students about The Book. I would just skip over kids who had not done their morning procedures and give an Aggie Buck to the student who had. The student would eventually self-correct so he could get his Aggie Buck. It was like magic, and suddenly I had children in my classroom willing to cooperate with me.

The other thing I started using was the Pizza Board. No, I did not start giving my students pizza parties. I had a cardboard fraction board that looked like a pizza. There were 1/8, 1/4, 1/2, and whole pieces. Anytime I caught the class being good, like when they got a compliment from another teacher for being quiet in the hall or letting someone go first at the drinking fountain, I would give them a pizza slice. If they got two, they had to exchange it for an equivalent fraction. I only had two rules: they couldn't barter for a pizza slice, and I did not take them away once they were earned. That would be like taking away another teacher's compliment. How dare I?!? If the class earned the whole pizza, they would get to do a fun activity on Friday for about 15-20 minutes (which, according to the students, was ALL DAY).

Here's the point: Both of these strategies, which rely on game mechanics, were able achieve buy-in from the students.

Gamification works when what you offer aligns with what they want, and you all work together to achieve it.

I faithfully made copies of Aggie Bucks and looked for opportunities to catch the students being good, and the students fervently tried to get caught being good. It wasn't rocket science, but it worked. It was a two-way street, and neither me nor the students could slack off if this system was going to work.

I don't have a crystal ball, so I do not know what each person reading this post is trying to accomplish with gamification strategies in the classroom. Maybe the students are motivated to move up to higher levels. Perhaps they are motivated to earn paper money so they can buy things. My students are willing to demonstrate professional behavior in order to stay on top of the class leaderboard. This is how I get buy-in from my students. I am offering what they want, which is status, bragging rights, and ultimately, a good grade. I have structured it in such a way that they earn it through good actions rather than losing it through mistakes.

I encourage you to try using game mechanics as part of your teaching and classroom mechanics. It's not magic, but with some persistence it can be a lot of fun. You have to be committed in order for it to work. Remember, frequent reinforcement is how you show the students you have bought into your own program, which fosters trust and buy-in from them.

What about you? Share some of your classroom techniques that utilize game mechanics.

7 Steps to Gamification

This past year I decided to use some gamification strategies with one of my classes. I had been exposed to this idea through several articles and conference presentations, and I knew it was something that would help my teaching. After getting a handle on the course design and technical issues associated with gamification strategies, I started to see the benefits for me and my students.

Over the last couple of months, I have been thinking a lot about how to share my experience with gamification with others who might want to learn. After some thought, and a lot of trial and error, I have narrowed my approach to gamification down to 7 steps. These steps are not meant to be a formula because your goals and outcomes may be different than mine. These are just steps to consider as you plan your own gamification strategies.

Step 1: Decide what you want to motivate your students to do.

This may seem obvious, but it is important that you are not just using gamification strategies for their own sake. If you want to get buy-in from your students, you must know ahead of time what you want to accomplish. What is it you want to increase or enhance with gamification strategies?

In my case, I wanted to hold the students more accountable on their professional behavior. I started keeping track of class attendance, preparation before the class meetings, professional behavior in the schools they were visiting, and active participation in discussions. I had found over time that some students were able to do these things without any sort of external motivator, while others seemed to have no sense of professional behavior. Since these are all pretty simple things to keep track of, it seemed like an obvious target for gamification strategies.

Step 2: Figure out what motivates your students.

Next, you have to find out what motivates your students. Some people use experience points (XP) and levels, while others use badges and accomplishments. You have to know the students you are working with and find out what they are willing to work for.

In my case, what my students are willing to work for is a high grade. Other components of my class (exams, writing assignments, etc.) are pretty tough and leave some of the students discouraged. Others excel in these areas and want to stay at the top of the heap. This may seem obvious, but a high grade is quite motivating for students at a highly selective private university. Go figure. So, the students' performance on the professionalism "game" is converted to a grade, which is then calculated into the overall score. These students know that if they do everything they are supposed to, it translates into a high professionalism grade, which can boost their overall average. Before I used to keep track of everything, students just assumed they would get their full participation grade (which they usually did) because there was no way to really quantify it. Now that I can quantify it, students can see their progress and don't seem to argue with me about it.

Step 3: Determine your experience points (XP).

After you have spent some time thinking about (and observing) what motivates your students, you need to determine your XP. I gave my XP the following values:

  • Attendance: 100 pts. per week
  • Preparation before class: 100 pts. per week
  • Conduct and Appearance at schools: 200 pts. per week
  • Discussion after the school visit: 100 pts.

I know this seems pretty simple, but my goal is to keep it simple so I can stay on top of this game and give the students timely feedback. If I create something so complex that it takes hours each week to manage, there is more likelihood I will get behind and the game will lose its effectiveness.

Step 4: Design the rules of the game.

Now that you have your XP, you need to decide how you will keep track of the points and how the students can check their progress. Rules are really important because they give the game parameters. I tend to lean toward consistency and repetition, and it just so happens my students like the predictability of the game. They know exactly what I am keeping track of, and they know what happens if they do not complete one of the requirements. I can't give points for a class they didn't attend or an observation they missed, and they seem to accept this.

Step 5: Update often, give frequent feedback.

I decided to have my TA's enter the points every Monday while I was teaching. They really don't do anything in the lecture hall while I am teaching anyway, so it made sense to keep them busy with updating points. I know, not everyone has a TA, so you may want to keep your game simple until you can come up with a plan that works for you.

I rank the students using a leaderboard. I use Google Sheets, and I have written about how to do this before. My approach thus far has been to rank the students using the leaderboard, and to let their innate competitiveness compel them to do things that will help them move up. Some students are content knowing they are doing everything they need to do without doing the extra things to move up. Others want to be at the top and will work tirelessly to stay there. I am fine with either case, as long as they students are being responsible and, ultimately, professional.

I have been surprised how often the students check the leaderboard. Even though this ultimately only determines 10% of their overall grade, some of them take it REALLY seriously. When there are opportunities to get extra points, they really get after it. I would be willing to bet if I asked the class their current rank, they would know exactly where they are.

Step 6: Provide opportunities to move up, improve, and be challenged.

This was probably the most important lesson I learned from using gamification strategies in my class this semester. The first time I did this, I kept track of the 4 main areas mentioned previously, but there was really no way to move up or improve on early mistakes. The more I thought about it, I couldn't imagine a more demotivating situation. Imagine playing a sport where there was no way to make up for a mistake made in the first quarter. Or a race where you couldn't recover from a bad start. This is essentially how I had this component of my course set up. I calculated the entire semester together, which minimized the value of individual accomplishments. Yes, students could recover if they missed something early in the semester, but that also meant they could skip some things toward the end and it wouldn't really matter.

The first thing I did was made sure there were opportunities for students to move up the leaderboard. I did this in the form of classroom competitions, challenges, and bonus points. Some of the students liked the aspect of competition this added to the class. I also split the professionalism score into three rounds. So, a student could do poorly in the first round, but fix the problem and do better in the next two rounds. While this had little impact on the overall grade the student received, it did help more students get back on the right path. For example, when all of the XP were calculated into one, massive score, students who started off poorly rarely started doing better. I honestly think they believe they had blown it, so there was no reason to try to do better. Conversely, when I split Professionalism into 3 rounds, I was able to say, "OK, on Monday we are starting from scratch. No matter how you did in the first round, you can start over." I noticed that several students who did poorly in the first round actually corrected their mistakes and did well during the next two rounds. There is more value in the possibility of a fresh start than I had previously believed. Even though the students were still accountable for their early mistakes, they were more likely to get on the right track if they knew they would get a fresh start. By the way, I think this is true in life, not just in gamification.

Step 7: Use the data to make instructional decisions.

As a teacher, the most valuable lesson I have learned from collecting data on my students from the gamification strategies is to use that data to make instructional decisions. In some cases, it was clear from the weekly reading assignments that the class was not understanding the course material. When I am able to see from the student responses that many of them did not correctly comprehend the reading assignment, I can address that in class. I can also see patterns in student attendance (especially on Fridays) that I might not have otherwise noticed, which provides me with an opportunity to talk about this with the students. When students miss class or fail to complete a reading assignment, I can automatically send them a follow-up e-mail telling them I noticed they were gone (even if I didn't) and restate the attendance or assignment policy. When students have perfect attendance or complete all of their weekly readings for a round, I can send them a certificate of achievement. I learned from my days as an elementary school teacher that students respond much better when you catch them being good than when you remind them they just screwed up. Accountability is a good thing, but I think it should be balanced with positive news. Finally, I have learned how important it is to have detailed records for each student. Occasionally, students will contact me at the end of the term (or later) and want to know why they got this or that grade in my class. Having a detailed, quantitative report of their performance for the entire semester has come in handy in several instances.

What am I missing? What have you learned from using gamification strategies in your class?

Guest Post: Gamification or Game-Based Learning?

This guest post is written by TeacherJ. She is a blogger and edtech enthusiast, and in this post she explores the similarities and differences between gamification and game-based learning. Watch out for her blog!

What is More Effective Gamification or Game-Based Learning?

Photo Credit: www.audio-luci-store.it via Compfight cc

The increase in ownership and usage of mobile devices by students led to a change in the way educators deliver their learning materials and handle their classes. Research from McGraw-Hill Education and Hanover revealed that smartphones and tablets usage in 2014 skyrocketed among college students, where more than 80% were said to be using mobile technology to study. The number has jumped by 40% in total since 2013.

The trend in mobile learning (mLearning) has led to two kinds of eLearning methods: Gamification and Game-based education. You may have come across these two processes before, but you may be unsure of which is the better method to apply to your class. This article will detail you everything you need about Gamification and Game-based Learning.

Defining Terms

Before we dwell on the effective nature of the two learning methods, we will define the difference between Gamification and Game-based Learning.

Gamification: This process applies game-like features to your usual lessons, by including rules and mechanics from certain games to encourage behavioral patterns in your students. The use of a leaderboard is one of the most common gamification styles applied by many educators and even businesses today. Enterprises use the process to boost customer interaction and increase employee participation. It is expected that 50% of institutions will gamify their processes this year, as reported by Gartner back in 2011. Apart from using a leaderboard, educators can apply gamification by turning achievements into rewards such as badges, progress bars, or through a point system.

Game-based Learning: This is a learning procedure whereby participants play games to learn and understand their subject and topics better. Many educational apps for students apply game-based learning, especially for younger students who require a more interactive approach to education. One of its known benefits is its ability to enhance learners’ problem solving skills. For the younger students it has been proven to enhance their cognitive skills.

The common ground

Although gamification and game-based learning are different from one another, the two have common variables in terms of usage and their platforms. The two learning processes are very relevant due to the increasing adoption of mobile devices by students and educational institutions. The numbers presented by McGraw-Hill Education is expected to grow in the future, as more portable devices such as wearables, are set to revolutionize the classroom environment. However, the supply-side complexity becomes a common problem for many as there are various devices running different operating systems, making it difficult to create a learning process that fits all mobile users. Today, we have smartphones that have curved, large 5.1-inch screens such as the Galaxy S6 Edge which O2 says runs the latest Android 5.02 Lollipop OS, while there are handsets with smaller 4-inch screens running older Android OS.

Final Question: What is more effective?

Both learning methods appear to be highly effective for students, especially since it makes the usual boring classroom into an interactive and fun environment. As technology in the classroom changes, educators and their processes will have to evolve, too. The important matter that we have to take note here is that the two-game inspired processes aim to promote mastery of academic content. Educators will have to ensure that they apply the 3 E’s in mLearning (Engaging, Effective, and Easy) to make the most of their eLearning sessions.

What are your thoughts on the affordances and constraints of gamification and game-based learning?

Gamification: A semester in the trenches

My reasons for wanting to use gamification strategies in my large Intro to Education course were obvious: student accountability, timely and continuous feedback, and better motivation to do otherwise rudimentary activities. I learned pretty quickly that implementing gamification strategies was more difficult than I initially thought. First, I had to figure out the instructional design aspects of gamification. How many points are different experiences worth? What do I count and what do I leave out? Second, I had to figure out how to keep track of all of this and communicate it back to the students. As I have written about before, I used Google Sheets to do this.

Overall, I would say I am pleased with how my first attempt at gamification turned out. Was it perfect? No way. Did the students like it? Mostly, but I'm sure I will hear from those who didn't on my course evaluations. Did these strategies help me reach my course goals? Absolutely! Class attendance was the best it has ever been in the 3 years I've taught the course. I regularly had over 90% of the students completing the weekly readings every week. That is unbelievable! I actually had students competing to complete extra credit so they could move to the top of the leaderboard. I did not see that one coming. Even though the course outcomes associated with these gamification strategies were successful, I learned a lot about how to do it better next semester. I will discuss these lessons in more detail.

More Competition

One of my goals in using gamification strategies in my class was to increase engagement and not give students a laundry list of things to do every week. Well, the way I structured the points, it turned out to be just what I was trying to avoid. Every week the students had to complete a module (video and/or reading + short quiz) before class on Monday. Then they went to schools on Wednesday, and there were points associated with that. On Friday, they participated in small group discussion, which had even more points. Everything was recorded on a big spreadsheet, and students were ranked on a leaderboard. What I discovered was that most of the students completed all of the requirements each week. Basically, there was no way to really move UP the leaderboard. Students could only move DOWN if they failed to complete a requirement. Believe it or not, that is not very competitive, and therefore, isn't all that much fun.

There were minimal opportunities for students to do extra and move up the leaderboard, but they were in fact so minimal that it hardly made a difference. This didn't keep the students from trying to get more points here and there, which was my first clue that there needs to be more competition. Some ideas I am playing with include:

  • Using Kahoot for discussion questions
  • Students voting for "best" responses to questions
  • Competitions between discussion groups (attendance, challenges, completion rate, etc.)
  • Challenges during class

I do not want to overdo this, but I think a little more competition would make this aspect of the class a lot more fun.

Reboot

Another flaw in my approach this semester was that the "game" lasted all semester. I gave the students monthly feedback in the form of a points sheet, which led many of them to just see it as a big assignment. I would venture to guess that they viewed this experiment as a big ole' laundry list because I treated it like one. In the end, there was no way for students who had gotten behind early in the semester to make corrections and do better the next time around. Students could recognize the impact of their choices on their point total and start to do better, but it did not erase early mistakes. This goes against the nature of most competitive endeavors, where players can overcome early mistakes later in the competition and keep themselves in the game.

I am thinking about splitting the game up into three smaller games this spring, and starting the points and leaderboard over each time. This will allow students who get off to a bad start to do better the next time. I can still keep track of completed assignments and attendance for the purposes of grading, but I will link other incentives to the leaderboard. What are the incentives? I have no idea, but I have a few weeks to think about it.

Better Feedback

Another issue I ran into this semester was getting feedback to the students on a weekly basis. I did pretty well at first, then some of my TAs got behind on entering scores and I went a few weeks without sending updates to the class. Once everything was updated and I got around to sending the updates, some of the students were like, "Whoa! How did I lose all these points?! I thought I was doing OK!" And I was like, "How can you not know if you missed class or an assignment?!" And they were like, "Hey man, we're too busy to remember all that!" And I was like ... OK, you get the point.

This observation has less to do with the game itself and more to do with giving more timely, detailed feedback. Some of the students felt like they were in the dark all semester and did not know they had missed 6, 7, or 8 classes until the end of the semester. I was never the kind of student to miss class, but I can see how it might be easy to lose track over such a long period of time.

I have a plan for keeping the spreadsheet updated better, but it is not really worth writing about here. Needless to say, I think weekly updates will help quell some of the panicky e-mails at the end of the semester.

What am I missing?

I am pretty sure my second attempt at gamification will go much better than the first, and I'm looking forward to putting some of these ideas into practice. For those of you who have been doing this for awhile, what are your suggestions? Am I missing something obvious? Am I making assumptions with potentially disastrous consequences? I would love to hear from the true game masters!

Give students timely feedback with a leaderboard

Turning something into a game does not necessarily mean people will suddenly like it. Atari learned this the hard way with their E.T. video game. It turns out that betting the farm on a mediocre video game based on a blockbuster movie is bad business.

The same is true with gamification, a term being thrown around a lot these days in education circles. The general idea behind gamification is that game mechanics can be used in non-game environments in order to get some of the same outcomes typically associated with games, such as engagement, problem-solving, cooperation, and motivation. Many teachers are applying the principles of game mechanics to course design in order to motivate their students in ways traditional instruction does not.

If a teacher wants to be successful at implementing gamification mechanics in the classroom, there are a few principles that must be addressed. Foremost, the game must be well designed with clear goals, rules, and roles. Kind of like teaching. In my own experience, another aspect of a successful game (and teaching) is timely feedback. In order to make good decisions that help the player keep moving forward, they need to know where they stand. There are many popular activities that rely on the concept of leaderboards, which have the dual role of informing players where they stand and creating drama for both players and observers. Figure skating, gymnastics, X Games, freestyle skiing, golf, and diving are just a few of the sports that use leaderboards.

Leaderboards can be applied to educational settings as well, but there are very few tools available that teachers can use to create and use them efficiently. One such tool is Leaderboarded, but it is not free and seems be designed more for business than education. After looking around and not seeing many options for my own leaderboard, I decided to do what I do best: build one using Google tools. Below are the steps to help you get started on your own leaderboard. You can also view an example of my leaderboard spreadsheet, and feel free to copy it into your Google Drive if you want to see my formulas for each column and worksheet.

Step 1: Create your point structure

Before you can have a leaderboard, you have to decide where the points are going to come from. You have lots of options for students to earn experience points, quest points, or any other kind of value that can be added to the total. I kept it simple and based my point total on attendance and modules completed. Every time a student is on time to class, they get 100 points. They get 50 if they are late, and zero points for missing class. Even if the student is sick. I'm playing for keeps here, folks.

Step 2: Set up your spreadsheet

I have found that I am more likely to keep my leaderboard updated if I have very few values to keep up with. The more complicated the "game" becomes, the more there is to enter. Personally, once I start feeling overwhelmed I am likely to get behind on entering values. The more behind I get, the more irrelevant the leaderboard becomes. So, keep it simple.

As you can see from my example, I created a separate sheet for each set of points. One for attendance and one for modules. I used the SUM and COUNTIF functions to tally the values for each sheet. I chose to use the digit 1 instead of 100 or 50 because it is easier to enter. I can have the spreadsheet multiply by 100 on the Participation worksheet so I don't have to.

You will use the Participation sheet to add up all of your totals from attendance and modules. This worksheet is important to include because you will use a pivot table to create the actual leaderboard, and you must have all of your points on one sheet to do that.

Step 3: Create a pivot table

What is a pivot table, you might ask? Well, it is a data analysis tool built into most spreadsheets that lets you sort, add, average, or do other functions with the data in your spreadsheet. For this example, we are going to use the pivot table to display each student's total points and rank them from highest to lowest. Here is a screenshot of what this pivot table will look like when it is all set up.

Screen Shot 2014-06-20 at 10.05.54 PM

Leaderboard_Example_-_Google_Sheets_and_Pictures

Make sure every student in your leaderboard has a unique name, otherwise the pivot table will combine the totals for both students with the same name. I used numbers to keep the first initial separate. You will notice I have a battery icon for each student. I did this by creating a Rank worksheet and using the VLOOKUP function to apply the correct icon based on the student's total points. I did this more as an experiment. If you embed this spreadsheet using HTML, the images will not show up, so don't get your hopes up.

Step 4: Share the sheet with students

At this point, you have several options for how to share your leaderboard.

Option 1: The Whole Spreadsheet

The simplest option is to share the link with the class or embed using the iFrame code Google gives you. If you share the entire sheet with the class, which I DO NOT recommend, you will want to protect your functions and make sure it is only viewable to those with the URL. If you choose to embed the entire spreadsheet, go to File --> Publish to Web. This will share your entire spreadsheet, so you need to make sure there isn't any sensitive information that you don't want the whole class to see. If you use icons for levels like I have done, they will not show up when you embed.

Option 2: One Worksheet from the Spreadsheet

If you only want to embed the leaderboard, you can use a special URL to show only the page you want. It looks like this, and I will show you how to plug in the appropriate values.

<iframe src="https://docs.google.com/spreadsheets/d/[Spreadsheet ID]/htmlembed?gid=[worksheet ID]&amp;single=true" height="1000" width="100%"></iframe>

Here is where you find those values in RED:

Google_Drive_--_Page_Not_Found

 

This will embed only the sheet you want to share, but it will not show any images you have in the cells.

Option 3: Interactive graph from Spreadsheet

A final option for sharing the leaderboard is to create an interactive chart from the leaderboard and embed that wherever students will be looking for updated results. Here is how you do this:

Leaderboard_Example_-_Google_Sheets 2

 

Leaderboard_Example_-_Google_Sheets 3

 

Leaderboard_Example_-_Google_Sheets 4

 

Screen_Shot_2014-06-22_at_11_07_11_PM

 

Leaderboard_Example_-_Google_Sheets 5

 

And that is how you do it. This will take some tinkering, especially if you are not familiar with spreadsheet functions or pivot tables. I spent quite a bit of time messing around with this until I got it to work just how I wanted. I need to give credit where it's due for giving me this idea. I got the original idea from the EIPS Technology Blog, and I modified my leaderboard based on this design.

 

 

Schoolification

Pac-Man (1980), will go on show at MoMA in New York in 2013 I have been thinking about gamification a lot lately. I teach a really big class full of energetic undergraduates, and I want to make the class better. It is already pretty darn good, but there is always room for improvement. One way to do this is to add game elements to some of the more mundane aspects of the course.

As an aspiring Teaching and Learning scholar, I dug into the literature on gamification and game-based learning (and trust me, there is A LOT of it!) to investigate possible frameworks and suggestions for a successful implementation of game-based learning. One framework that has been really helpful for me as I plan some game-based elements into my course was proposed by Bunchball, a corporate gamification company. As stated in one of their white papers, there are 6 elements that serve as the building blocks to all successful games. Coincidentally, these game elements interact with game dynamics that are associated with basic human desires that tend to motivate and engage people within a gaming experience.

[table id=1 /]

When I look at this table, I see many similarities and natural applications to education. The way the education system is currently structured, there is already a pretty heavy dose of competition, achievement, reward, and status. There is also some possibility for self-expression and altruism, depending on the way a course is set up. So, I understand that education and gamification go hand-in-hand quite naturally.

So what happens when an instructor takes activities that students might naturally enjoy and make them just another assignment? I call this "schoolification," which is when a teacher deflates student interest in an activity or project by assigning points, a grade, or any other requirement that students might otherwise resist.

The first time I encountered schoolification, before I even had a name for it, was in a conference presentation where a professor described his use of Facebook in his classes. Each student in the class had to join his group on FB, they were required to comment on his posts, and they would "lose points" if they didn't do either of those things. My first thought was, wow, that's a great way to make students hate Facebook. Take something they like, make them use it in a way they don't want, then hold their grade over their head of they don't do it.

If the instructor is not careful, I think the same thing can happen with blogs, digital stories, flipped lessons, and cooperative learning (or any other activity for that matter). Students have to be held accountable for their professionalism, but how do we do this without schoolifying activities they might otherwise enjoy? This is a challenge I would like to learn more about.

How do you hold students accountable for their participation in class activities without schoolifying those activities that are intended to be engaging and fun.