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Module #6 - Early Design ✍🏼
Adventurer, You have arrived here after completing your trek to the Welcome Inn Cartography Loft. Master Heeb would like you to answer the following questions, when you do, he will magically contact you with a secret code you can use to earn your next badge! Humbly yours, - Master Heebs' Chief Squire ⚔️ _____ 1️⃣ Your Theme ➡️ What world do you know well enough to 'Master'? (Medieval, Space, Noir, Sports, etc.) 2️⃣ The World's Name ➡️ Give your course/subject a 'Game Name' (like Scientia Terra). 3️⃣ Character Classes ➡️Name one 'Class' your students could choose & a 'Perk' (power) they may get. 4️⃣ Design Your Worlds ➡️Examine your curriculum and design your worlds/levels! 5️⃣ Thematic Language ➡️Make at least 3 different language connections between your curriculum class and the theme you'd like to use! _____
Module #5 - Team Dynamics 🤼
Adventurer, You learned about how team dynamics and the costs that accompany them! Based on that, here are to questions for you to consider! (1) Master Heebs warns us of the three costs of a shared quest: The Coordination Toll (logistics/energy), The Motivation Toll (sloths/dominators), and The Intellectual Toll (conformity/groupthink). Which of these three tolls do you find is the most "expensive" or difficult to manage in your own classroom guilds, and what is your favorite strategy to overcome it? AND (2) At the end of our latest encounter, Master Heebs calls designing effective group work a "rebellion" against the scholars who worship independent toil. Have you ever faced resistance—from administration, parents, or even the students themselves—when implementing group quests? How do you convince the "ivory tower" that we are stronger together?
Module #4 - Types In Your Classroom 🧑🏻‍🎓
In this module, you learned about the different types of players, students, you can, and will, encounter in your classroom! Based on what you have seen and experienced, what are the Top 2 player types you routinely see in your classrooms? Why do you think that is?
Module #10 - What Stood Out
After exploring the Glitchwoods, a number of different ideas, tips and tricks were introduced. This one is an easy one ... what stood out? Was there one that you want to try more than others? Any thoughts on them? Ideas of ways you would implement one, or more, of them? Would love to hear what you think!
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Module # 4.5 - Theme Goals 🪄
In this unit, you have seen a lot of different ways that we can connect Theme to our classrooms. You have seen some of the "do's" and some of the "do not's". A properly designed theme is the backbone of a gamified classroom. Without a strongly chosen theme, the classroom design process that occurs next is very difficult! With that in mind, if you could choose any theme, and at the snap of your fingers, your classroom would be transported and refit to become that world ... what theme would you choose and why?
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