I’m very excited to announce that I will be moderating this week’s #games4ed chat on June 22, 2018 at 8pm ET. I have been participating in this chat since the middle of last school year and it has become an amazing place to chat about gamification and games based learning topics. The chat is usually expertly moderated by Melissa Pilakowski‏ (@mpilakow) and also has a loyal core of participants that love to share their innovations and ideas. The chat is always very welcoming and I would encourage anyone interested in games in the classroom (whether gamification, gbl, game inspired) to join in!

For those of you interested in my “Power of Avatars” questions they are posted below. I hope to see you all there!

  1. In a role playing game players create an ‘avatar,’ an in game representation. This on-screen character can do things the real world players couldn’t dream of! What might be some classroom benefits (or drawbacks) of thinking of students as avatars of their everyday selves?
  2. An RPG avatar starts off weak and unskilled. Players must demonstrate their skill in order to ‘level up’ into a stronger form. What game elements can teachers use that allow students demonstrate growth?
  3. Avatars often visually change as they grow stronger. In an online RPGs, visual cues like outfit, armor, or ink immediate indicate rank. How can teachers visually represent a student’s growth? What are some benefits and/or drawbacks of doing so?
  4. When starting a new game, players select an ‘avatar type’ which come with strengths and weaknesses and change the gameplay experience. What are some student ‘types’ we can anticipate and how can we turn their potential weaknesses into strengths?
  5. Avatars earn new weapons, armor, or spells that give them new powers to overcome obstacles and more powerful bosses. What ‘power ups’ can students earn in your class to help them reach their goals?
  6. Avatars let players try things that would seriously harm themselves if they tried it in real life (Like flying!). How can teachers encourage more academic risk taking?
  7. Quest involves opening treasure boxes and these boxes usually have random rewards which encourages more exploration. How can teachers include random rewards or outcomes?
  8. What is one game mechanic you would most like to include in your classroom?

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