Classcraft: from gamification to ludicization of classroom management

Sanchez, Young, and Jouneau-Sion (2017) published an article in the journal Education and Information Technologies about Classcraft, an educational role-playing game. The article references existing research in the literature review section. Challco, Moreira, Bittencourt, Mizoguchi, and Isotani (2015) recommend gamificiation to improve student motivation to participate in collaborative learning. Students will be driven to stay on-task. Garris, Ahlers, and Driskell (2002) explain, “Games evoke a sense of personal control when users are allowed to select strategies, manage the direction of activity, and make decisions that directly affect outcomes, even if actions are not instructionally relevant.” This support the classroom management argument for Classcraft as students are invested in both academic efforts and appropriate behavioral decision making. Student interest is also tightly connected to student investment. Of course, engaged students are behaved students. Randel, Morris, Wetzel, and Whitehill (1992) concluded that games are consistently perceived as more interesting than traditional instruction. For example, Cohen (1969) found that 87% of students tested reported greater interest for educational games than for classroom approaches (Garris, Ahlers, & Driskell, 2002).

Sanchez, Young, and Jouneau-Sion did more than review the literature. They conducted two experiments, one in France and one in Quebec, and used data from an online survey made available to teachers on the Classcraft platform. They argue that Classcraft is more than typical gamificiation where educational goals are achieved by adding game-like elements to a task. The Classcraft classroom management tools are more effective because Classcraft allows students to create reflexive versions of themselves in a world where the nature and meaning of interactions are modified from their “real” world (Sanchez, Young, and Jouneau-Sion, 2017).

References

Challco, G. C., Moreira, D. A., Bittencourt, I. I., Mizoguchi, R., & Isotani, S. (2015). Personalization of gamification in collaborative learning contexts using ontologies. IEEE Latin America Transactions13(6), 1995-2002.

Cohen, K. C. (1969). The effects of two simulation games on the opinions and attitudes of selected sixth, seventh, and eight grade students. Baltimore: Johns Hopkins University, Center for the Study of Social Organization of Schools. (ERIC Document Reproduction Service No. ED031766)

Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: a research and practice model. Simulation & Gaming, 33(4), 441–467.

Randel, J., Morris, B., Wetzel, C., & Whitehill, B. (1992). The effectiveness of games for educational purposes: A review of recent research. Simulation & Gaming, 23, 261-276.

Sanchez, E., Young, S., & Jouneau-Sion, C. (2017). Classcraft: from gamification to ludicization of classroom management. Education and Information Technologies22(2), 497-513.

One thought on “Classcraft: from gamification to ludicization of classroom management

  1. Bethann,
    I have been interested in this gamin idea since I was introduced to it in one of our first classes we took in this online program. Common sense would tell you that if you can find a way to integrate it into your classroom, it would have to be beneficial. Although, as you mentioned in your gamification post, that scores and grades were not significantly better or worse in either situation, attitude was better. I think sometimes, a student’s poor attitude is the biggest hurdle to overcome. The fact that the idea of gaming can change that so much is great! You also chose one of your topics to discuss how the gaming idea is really a project-based type of learning. Giving students the option to choose their own option/path for their learning is a huge power move for them.
    I think overall, you found some great resources to help you along the way to learn how to use this idea of gaming and project-based learning in your class. It would be great to see some real-life examples of teachers using it with their math students. As I have mentioned in other posts… finding high school level activities and games can sometimes seem difficult, but I am sure it is not impossible. Thank you for sharing what you have found so far for your web tools.

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