Course Syllabus
Curriculum Template for Gamification Training Workshop
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Course Goals |
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Course Purpose 1 |
To increase student engagement, teachers' repertoires of gamification applications should be expanded. |
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Course Purpose 2 |
Teachers will work together to improve their professional experience by incorporating gamification strategies when designing learning experiences. |
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Expected outcomes |
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Audience |
High school teachers |
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Delivery Format |
Canvas, synchronous online |
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Tools |
Laptops, Internet access, Nearpod, Pear Deck, Gimkit, Kahoot!, Quizizz, Blooket, Canva, and more |
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Final Assessment |
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How will I know my course goal was met? |
Teachers will design a game-based learning experience for their students to use in class.
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Module 1 |
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Title |
Understanding Gamification |
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Learning Objective (using Bloom’s verbs) |
Teachers will understand and select various types of gamification applications. |
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Pacing Considerations |
25% of allotted time |
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Activities |
Teachers will investigate various gamification platforms including but not limited to the tools identified in Course Goals |
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Activity 1:
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Likert-type scale for participants to assess how highly they agree with the expected course outcomes as stated below on a scale of 1 to 5:
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Activity 2: Presentation |
Complete the Workshop Introductory Nearpod guided by the presenter introducing participants to gamification platforms that gamify presentations, formative assessments, collaboration, and competition. |
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Activity 3: Free-play |
Participants will select a less familiar platform from a predetermined list and play a representative game on that platform. The predetermined list will include Nearpod, Pear Deck, Gimkit, Kahoot!, Quizizz, Blooket, Canva, Whack-a-Bone, Rhode Island Recycle Game, Gizmos, PhET Interactive, and Blood-Typing Game. |
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Break |
A small 10-minute bathroom/brain break will be provided. |
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Module 2 |
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Title |
Analyzing and Evaluating Gamification |
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Learning Objective (using Bloom’s verbs) |
Teachers will collaborate to analyze various gamification applications and evaluate their effectiveness in high school classrooms. |
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Pacing Considerations |
30% of allotted time |
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Activity 1: Creation of Whiteboard |
Teachers will utilize a prepared Canva Whiteboard in collaboration to identify and sort as many gamification platforms as possible. See Appendix B for details of the Canva Whiteboard. |
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Activity 2: Sharing and feedback on Whiteboards |
Participants groups will share their collaborative whiteboards in a discussion post. Then participants will review the collaborative whiteboards of other groups and provide feedback to the groups. |
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Break |
A small 10-minute bathroom/brain break will be provided. |
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Module 3 |
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Title |
Creating Gamification Final Product |
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Learning Objective (using Bloom’s verbs) |
Teachers will design a game-based learning experience for their class. |
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Pacing Considerations |
45% of allotted time |
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Activity 1: Final Product Creation |
Participants will select a relatively unfamiliar platform to design a game-based learning experience for their class. Either they can create a game using a gamification platform or they can incorporate a premade game into a lesson plan. See Appendix C for further details. |
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Activity 2: Review Game-Based Lesson |
Teachers will share their game-based learning experience with another participant. They will participate in the game or lesson and provide feedback to the designer of the game/lesson. See Appendix C for further details. |
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Post-Course Assessment |
Likert-type scale for participants to reassess how highly they agree with the expected course outcomes as stated below on a scale of 1 to 5:
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End of Course Feedback |
Participants will complete an end-of-course feedback questionnaire describing the effects of the presenter and course. |
Course Summary:
| Date | Details | Due |
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