Thesis Outline
Updated on October 16th, 2014
This outline displays the full scope of the project, according to the most revised version of the thesis statement and abstract. The paper will be centered around the development of a reward system to be used within a game-centered classroom. It is important to note that though the topic of game play within a class setting and the "gamification" of the classroom are discussed and important foundation material for this paper, this is not a paper on gamification. Rather, this is a paper that builds upon the principle of game play within the class, and proposes a better, more refined and fully integrated system for rewards and recognition to it's participants.
Through the course of this paper I intend to do the following:
- ⩺ Define game play & gamification
- ⩺ Review how game play is important within an educational system
- ⩺ Discuss why a reward system is important for these games
- ⩺ Explain what the critical components of an effective reward system are
- ⩺ Prove how a well designed reward system can enhance a game play centered classroom
I. Game play and gamification
A. What is, and what is not gamification?
- 1. Define gamification
- 2. Define game play
- 3. Review how game play and "gamification" are not Montessori
B. Is/can game play (be) gamification?
- 1. Key similarities
- 2. Key differences
- 3. Conclusion on the terms
- 4. Define new term for the process explained in this paper?
- a. Educated play… edu-play-tion?
- b. *not* "Edutainment"
- c. *not* "Gamification"
C. Uses of (game play / gamification) in society
- 1. Examples of game play
- a. Workplace
- b. Seminars
- c. Schools
- d. Marketing (monopoly mcDs)
- 2. Examples of gamification
- a. Marketing (foursquare)
- b. Scouting (boy/girl)
- c. Schools
II. Game play / gamification within a classroom
A. Why games are good
- 1. Children retain better with games
- 2. Repetition promotes retention
- 3. Various learning methods allow for greater content absorption
- 4. Team building helps build friends and communication skills
- 5. Rewards help promote greater effort and completion rates
B. How NON-GAME classrooms may be less effective
- 1. Traditional learning environments focus on the lecture and content
- 2. Standardized test present a one size fits all situation
- 3. Didactic learning paths are linear and leave little engagement opportunity from the student
- 4. Active/Advanced students have difficulties with focus on lecture based teachings
- 5. Fun is placed aside for specific playtime/recess time
III. Effective educational game play
A. Use of a variety of learning methods promoting student participation
- 1. Traditional curriculum with "game skin" for points/ranks
- a. Memory games - (re: memory, the game)
- b. Time/speed challenges - (how many? how fast? how well?)
- c. Pattern recognition & puzzles
- 2. Supplemental educational opportunities with game centered learning opportunities
- 3. Autonomy in some learning areas allowing choose your own path lesson
- 4. Group centered learning adventures with problem solving
- 5. Team tests help build cooperative units to solve problems
B. Digital centers with computer based educational assignments
C. Analog activity centers with table top games
D. Reward opportunities help reinforce positive advancement
- 1. Leader board offers healthy ranking/competition
- a. Add incentive to completion efforts
- b. Encourages extra effort
- 2. Daily prizes for achievements
- 3. Consequences can cost points/currency
- 4. Fake currency to spend on prizes/rewards
IV. Elements of an effective Reward Systems.
A. Reward vs. Recognition
B. Attainable goals
C. Acceptable incentives
D. Tangible rewards
- 1. Classroom specific rewards
- a. Daily / weekly / quarterly rewards
- b. Environmental rewards
- c. Leader boards
- 2. School wide rewards
E. Virtual rewards
- 1. Avatar / object upgrades
- 2. Digital currencies
- 3. Points
V. Proof of concept / prototype.
A. Digital prototype
- 1. Problem / solution
- 2. Reward system in the digital version
B. Analog prototype
- 1. Problem / solution
- 2. Reward system in the analog version
C. Rewards/recognition/accolades
- 1. Tangible rewards
- 2. Virtual rewards
VI. Case Study – Examples
A. Classcraft
- 1. Overview of game
- 2. Testimonials for teachers/administrators
B. Personal testing results
- 1. Overview of test conducted
- 2. Analysis of findings
- 3. Post mortem on test/beta example
VII. Review/Overview of the thesis
A. Importance of a good Risk/Reward system
B. Methods/Ideas for improvements
C. Conclusion
VIII. Bibliography