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Ed Tech Thoughts on the Space Coast
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Ed Tech Thoughts on the Space Coast

gamification

Developing a Learner's Culture: Badging in a Makerspace Class

Create a Stage to Showcase
Creativity, Focus, Persistence, and Achievement

Ace fighter pilots with kills on the nose of their plane, Boy Scout and Girl Scout sashes, wrestler belts and olympic medallions; we have long celebrated achievement and excellence in human history with badges.

Changing Classroom Culture With Badges

As mentioned in many educational circles (and previous Shupester post) providing achievement badges is very meaningful in a personalized learning classroom.

Digital or Physical?

Digital badges have become a thing in online games and in many learning systems. When you level up in a game, or take a short course and pass a test, we have digital badges and micro credentials.

Unfortunately, digital badges are only visible when logged into that particular learning system and often require you to navigate to each individual's profile rather than being showcased in the learning community.

For this reason, I decide to take digital badging back into the physical world.
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Some say the first badges were scrawled into cave walls by brave hunters millennia ago.

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    Decades ago, a keynote speaker at an education conference noted how education institutions at all levels celebrate achievements in athletics, and sometimes the arts (theater, band, chorus). Aside from the honor role – we did very little to showcase individual learning gains and achievements. I committed that day to find ways to provide a stage for learning achievements.

    That became a focus of our school news program, Stone Students Rock! Web Blog, Facebook page, and Badging program.

    the Shupester
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Gamifying Technology Literacy in a 1:1 School

70WPM
Badging Initiative - supporting technology literacy in the 1:1 classroom

A Buzz Worthy Strategy to Help Motivate Students
Although it is not a new idea - educators internationally are developing badging systems to recognize, identify, and motivate learners. It is one of the strategies embedded in the Gamification of Curriculum.
Proposal:
A STEAM Badging Program at Stone Magnet Middle School.
We would like to amend our Laptop Policy regarding the customization of the laptop covers for students to permit school-provided badges to be displayed on the top cover. This would be a means of gamifying our curriculum. It would be analogous to Scout Merit Badges, Fighter Pilot Kills, notches on the belt or feathers in the headband.

We would like to limit this initiative particularly to Digital Literacy accomplishments and statuses, although digital skills being used in exemplary curriculum products is certainly encouraged. Most of these challenges will be accomplished on student’s own time after they have completed their classwork, before or after school. We are inviting comment on as well as suggestions for a limited number of badges for this initiative.

We must stress that only officially approved badges are permitted to be adhered to the cover of the laptops. We want to insure not only is there space, removability, and appropriateness, but we want to also increase the value and control the scarcity of these recognitions.

Purpose:
Make learning, achievement, skill attainment visible. Unlike digital badges, these are more visible for peer students and educators in one's physical vicinity.
Celebrate achievement, erect a monument!
Encourage peer support (students can see which peer to go to for help).
Help teachers identify student leaders, mentors.

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