Skip to content

2

The first days back to campus are upon us all. I was on campus a few times this summer with different meetings and projects with which I am involved that required my presence. But of course, the students were not there.

When I look back on the summer related to work, the best days were when some of the students I was helping to appeal their financial aid suspensions were on campus. I met one mother, too. Those were the best days because I really do miss the students in the summer. I noticed on Twitter and Facebook in late July and early August that there were more posts from students about missing campus, wanting to get back into the groove, and the football players were itching for camp that started August 12.

I have a new crop of first year students who will be in my First Year Seminar this fall and we will be playing three Reacting to the Past role-playing games. First up is the Athens Game, about what to do in the aftermath of the Peloponnesian War. Then the students will play Bishops who are tasked with coming up with a creed that everyone can sign in the Council of Nicaea game. And our final one is The Second Crusade Game that is still in development.

I know these games will be great and I will be excited to meet these new students and help them start their college adventure.

My other class will be the introduction to Western Art part one, which I will be teaching in a blended manner. First contact with the material will be through art history videos that are housed at Kahn Academy.

After viewing the videos there are discussion boards in which students must participate and they must also reflect on their learning in private learning journals. The idea is that when we meet face to face as a class, we engage in activities that can’t be easily replicated online. Conveying information online is a good way to transmit knowledge. But in class is where I want them to engage with art, ideas and each other. On the days that we meet in person, students will be engaging in case studies, debates, and Reacting-style games.

My newest activity for this course will be student curation of a digital exhibit of works of in one module that will include one “real” work of art that groups will be assigned from our college's small collection. I am excited to try this assignment, that will be a new addition to my bag of tricks this semester.

What are you excited to be doing in your classes this fall?

2

[huge_it_share]

In September I will be delivering a plenary address at the American College of Greece in Athens about active learning and gamification in higher education. I'm immersing myself in as much on this topic as possible and would love to hear others' thoughts on the issue.

I have been "gaming" since 2007, when I first started using the pedagogy Reacting to the Past. Just about anyone who knows me also knows that I am committed to the Reacting pedagogy. Reacting consists of highly immersive role-playing games, set in a historical period. Each student has his or her own role that comes with a  character sheet with victory objectives, strategy, and key ideas. Students must read primary texts from the time period (for instance Plato's Republic for Athens game set in 403 BCE and Rosseau's Social Contract for the French Revolution game) and use references from those works in speeches to persuade people to their side of the issues in order to WIN. And students really do want to win; their competitive natures come out. Because reading and writing can help you to win, students realize that doing "work" can lead to something worthwhile - and even fun.

This is what the gamification movement seems to promise, but it appears to be mostly tied to the realm of video games. Reacting seems to be on the fringe or the edge of this movement, because it's not a video game. Although Reacting games can be played online, and have been used that way successfully by some of my colleagues, the pedagogy essentially is a face-to-face active learning technique and is one of my favorite options when I incorporate the flipped classroom paradigm.

I need to learn more about gamification in other arenas beyond Reacting. From what I have learned so far, it seems to me that students will see right through the idea of "levels" and "badges." I am concerned that adding those particular elements as part of a course won't really make it any more "fun." I was watching a video of Gabe Zichermann talking about gamification (October 26, 2010), and the speaker had this image up:

Screen Shot 2016-07-17 at 3.09.07 PM

He was suggesting that the bottom words are not associated very much with fun - but the words above in color are associated more often with fun. It seems that the move towards gamification in higher education is an effort to make school more fun.

This gets to the heart of what I think about day in and day out: I teach because I want my students to learn. But I also want my classes to be engaging places where students are active. I wish I had more evidence to back this up (does anyone out there have such studies?), but I do think that students who are engaged in classes also learn more. I think the flipped classroom has allowed my students to be more engaged, and yes, have more fun. I know that I have a lot of fun right alongside them when they are involved in the class. And I am learning from them, too.

I know I need to do more research, reading and study to better understand this arena of gamification in higher education. I am hoping that some wise sages out there can point me in some directions about what to read, and tell me whether or not the levels and badges really lead to deeper learning. Maybe I am just cynical, but if I were to call "learning about the Sutton Hoo Ship Burial" a "Quest" I would get some eye-rolls. And this article in the Chronicle of Higher Education by (October 29, 2015) seems to suggest that we should not give in to where students are. But I wonder, is the alternative to leave them behind if they don't ever learn like they are "supposed" to?

I am planning to incorporate some "leveled" quizzes and will incorporate the idea of adaptive release in my hybrid class History of Western Art this coming fall semester. Students will have a randomly selected set of images that are fairly easy to identify for art history survey in each module. After that, a second quiz will include more difficult images. Is that gamification? Somehow I think the Reacting games, case studies and peer review sessions that I am planning for the face-to-face portions of that class are going to make more of an impact, but I am set to give it a try.

Readers: what else should I read and learn about as I work through this new area of teaching?

 

css.php