Friday, April 11, 2014

Gamification Series Part 7: Leveling

Leveling was another essential gaming element that we incorporated into our flipped-mastery environment.  In general, as students demonstrated mastery of a learning objective (mission), they would "LEVEL UP" to the next mission.

Each level has a total XP value and a minimum XP.  Students must reach the minimum XP in order to level up.   They do have the opportunity, however, to gain as much XP as possible during that mission, all the way up to the maximum XP.

In general, the minimum XP was determined based upon the score needed on the assessment rubrics that aligned with the "basic" level of understanding.
You can see in the screenshot from our LMS (below) that each assignment for Level 1 is linked including the XP available for each.  Students would then use the slider to toggle through the different Levels of the Scenario.

Students can also access all of the unit assignments, levels, and XP designations in each Scenario Guide.

(Above Screenshot from Flipped Social Studies LMS)


1.  The first levels in each scenario (unit) should be short.  If they experience early success and positive feedback by leveling up, their engagement will increase.  I made the mistake of loading up the first level in my first scenario with over a week worth of assignments.   In later units, when students leveled up in the first day or two, there was visibly more energy and enthusiasm in the room!

2.  Have clear expectation regarding how to level up.  Also try to share your scoring criteria/rubrics ahead of time so they have a clear goal to achieve for each level. 

3.  Have some type of visual or audible recognition when students level up.  We actually have a LEVEL UP button on the smart board that plays a sound with a "level up" voice-over courtesy of Brian Germain.   A clip of the Level Up Button in action (chopped from the Student Perspectives Video) is embedded below (or linked here). 

Complete Gamification Series