Tags: Health and physical education | STEM/STEAM | Gamification tools | Minecraft | Primary | Upper primary |
Leaders at St Thomas of Canterbury College lift engagement by embedding gamification and agency into learning.
Since 2013, leaders at St Thomas of Canterbury College have worked to build motivation and excitement for learning among their middle school student community.
Looking to design a curriculum that would lift engagement across the college, they decided to trial a combined approach of gamification and learner agency to immerse the boys in learning.
"If kids have agency or choice, then that’s where we have engagement."
– Hamish Barclay (Assistant Principal, Head of Middle School)
Gamification involves turning the learning process, as a whole, into a game by applying game mechanics (such as player control, opportunities for mastery and levelling up, achievement badges) to it in order to motivate and engage learners. Failure is a source of feedback and learning, collaboration is necessary, and learning and assessment are tightly integrated.
More information »
In this year 7/8 kinesiology class, curriculum innovation leader, Brad Milne weaves gamification mechanics into a unit of learning around the Russia World Cup.
“Students just seem to be more positive and happy.”
– Brad Milne (Assistant Principal, Curriculum Innovation and Leadership)
By creating a levelling up system through the introduction of video game-style "player profiles," Brad offers students:
In Brad's class, the levelling up mechanics guide activity. Crucially, this enables students to work at their own pace. They can keep working at a specific skill until it's been mastered, without worrying about what the other boys are doing. Evidence of learning is managed through Microsoft OneNote, which acts as a student-driven e-portfolio that Brad can monitor.
Unit materials containing the player profiles students use to track learning progress.
PDF containing examples of student ePortfolio in OneNote.
Document gathering thinking and research by St Thomas of Canterbury around gamification and engagement.
Microsoft OneNote
Microsoft's collaborative digital document and information sharing tool.
For Brad's students, levelling up through the player profiles makes sense because it's a concept they're used to from video games.
To lift engagement in STEM, middle school leaders at St Thomas have:
"For us in STEM, when it comes to new ways of learning, all of the teachers realise that what they’ve done in the past isn’t engaging the boys, so we have to come with new ideas. Making it more relevant to the boys is always the first thing that we think of. So now we have to actually sell it to them."
– Tim Muir (Teacher in charge of STEM)
Since bringing gamification elements and learner agency into their practice, teachers have seen evidence of:
"We’ve got reflections from the unit telling us they like this, and we make sure we develop it and model the next unit so we reach more kids, so you’re not just doing the same delivery style all the time."
– Hamish Barclay (Assistant Principal, Head of Middle School)