By - Jeremy Royster

Fast Track to GamED

We’re losing hope.  Humanity has abandoned creativity in favor of addictive, fruitless tasks that threaten our species’ survival.

But all is not lost.  A top secret learning system has been developed to make productive activities more engaging.  You are among a select group of trainees tasked with mastering Questcraft.  The quests you create will enlist a new generation of recruits in the education revolution.  Together we can save the world from apathy-induced demise! 

 

This is the fast-track version of our Game-Based Instruction Certificate package, without the certificate. Game-based learning and gamification motivational tools are gaining popularity in schools and at work. When applied correctly these techniques, like the narrative above, inspire learners to persevere through repeated failures to achieve long-term goals. 

According to Raph Koster, author of A Theory of Fun for Game Design, games are “limited formal systems,” that exercise our brains in a way that can be useful in real life.  They are fun because they provide “that moment of triumph when we learn something or master a task… In other words, with games, learning is the drug.” (40).

The lessons, or “quests,” in Fast Track to GamED have been designed according to the game-thinking principles of game gurus like Koster.  As with all F.A.I.L. University courses, every quest models the very strategies you will learn to employ in your learning environment.  At the end of each quest, you may assess your own progress using this Distance Motivation Pedagogy:

Are you ready to unravel the mysteries of the Game Gurus and inspire an education renaissance?

– Jeremy Royster, Founder

By - Jeremy Royster

Fast Track to PersonalizED

You don’t necessarily need gamification strategies to push student’s intrinsic motivation buttons.  In a time crunch, or for serious topics, you can engage your learners through a personalized environment rich with a sense of purpose, opportunities for mastery, and plenty of choices (autonomy).

Each learning module, or “quest,” in this course includes a PersonalizED Pedogogy table like the one below illustrating exactly which techniques were modeled for you.  By the end of this course you will have fulfilled your purpose by mastering the creation of a PersonalizED quest on a topic of your choosing.  (See what I did there?)

So let’s get you on the path to building a PersonalizED quest!  It’s the closest thing to gamified learning in half the time.

– Jeremy Royster, Founder

By - Jeremy Royster

Sample Quest: Good Gamification

Get ready to embark on a sample quest that will model a variety of fun, personalized, grit-building elements you’ll want to employ in your instructional environment.

 

 

And what are those elements?

Look at the chart below to see how GamED-infused instruction can inspire your learners to unwittingly meet educational goals!

 

To learn more about GamED:

1.)  First, watch the Extra Credits educational video about gamification below.  

More From Extra Credits

 

2.) Next, choose from EITHER of the EscapED Rooms below.  (If you get stumped any time during play, take a peek at the EscapED Room Answer Key to get help moving to the next activity or to analyze the design of the games.  The goal is to leverage game design to make perseverance through difficult challenges rewarding and to take the shame out of asking for help!  

 

a.) For a straight-forward 2D puzzle trail, try the Google Form below!

EscapED Room Answer Key

 

b.) For a more immersive virtual reality (VR) simulation, find the START button to play as you learn!

EscapED Room Answer Key

 

Now Look What You’ve Learned!


After Enrollment…

Once enrolled in the course you’ll have an opportunity to:

    • create GamED quests and quizzes
    • play games created by fellow enrollees
    • receive personalized feedback

Every quest will include a chart like the one below describing the motivation strategies used.  For example, Good Gamification modeled “grit-orientation” because you had an Answer Key safety net and unlimited opportunities to persevere if you experienced setbacks during the EscapED Room activity.

 

By - Jeremy Royster

2. PersonalizED

The term “quest” is gaining popularity in educational settings as a fun way to refer to a gamified lesson.  Descriptive language is important in gamification, or the process of turning an activity into something resembling a game.  It adds detail to a narrative that gives learners a sense of purpose.  But you don’t necessarily need gamification strategies to push student’s intrinsic motivation buttons.  Instead, you can provide interactive instruction rich with opportunities for mastery, a sense of purpose, and autonomy through personalization.

In this course you’re going to master the skill of creating a personalized quest for an audience relevant to you on a topic of your choosing.  (See what I did there?)

Each quest I’ve designed for you is a model of the personalization techniques you will employ in your own quest creation.  Each of the quests in PersonalizED includes a PersonalizED Pedogogy table like the one below illustrating exactly which personalization techniques were used.

So let’s get you on the path to building a PersonalizED quest!  It’s the closest thing to gamified learning in half the time.

– Jeremy Royster, Founder

By - Jeremy Royster

1. The Inspiration Game

Our species is on the brink of extinction.  Disenchanted with reality, humans blister their thumbs playing addictive, fruitless games.

But hope is not lost.  A top secret learning system has been developed to make productive activities more engaging.  You are among a select group of trainees tasked with mastering Questcraft.  The quests you create will enlist a new generation of recruits in the education revolution.  Together we can save the world from an apathy-induced demise! 

Game-based learning and gamification techniques, like the narrative above, are being embraced by an increasing number of instructors.  This course is designed like a game to teach you how these techniques are used to motivate others in the worlds of corporate, entertainment, and education.

According to Raph Koster, author of A Theory of Fun for Game Design, games are “limited formal systems,” that exercise our brains in a way that can be useful in real life.  They are fun because they provide “that moment of triumph when we learn something or master a task… In other words, with games, learning is the drug.” (40).

The lessons, or “quests,” in The Inspiration Game have been designed according to the game-thinking principles of game gurus like Koster.  At the end of each quest, you may assess your own progress using the Distance Motivation Pedagogy, below:

 

Are you ready to unravel the mysteries of the Game Gurus?

– Jeremy Royster, Founder

By - Jeremy Royster

2. Gamify Your World

Ready for the next level in lesson design?  Embark on a quest for game-mastery through Gamify Your World.  This motivational learning system channels the Game Guru mindset you cultivated during The Inspiration Game into a gamified lesson of your very own.

Enjoy game designing!

– Jeremy Royster, Founder

By - Jeremy Royster

1. The Fun in Failure

The Fun in Failure is a resilience reinforcement system that employs games to train participants how to reframe mistakes as learning opportunities.  

 

Jane McGonigal, author of SuperBetter, explains that purposeful play “really does help you become less depressed, better connected, and more resilient in real life.”(Slate, 2015) All games position players to fail repeatedly in order to learn how to win.  McGonigal’s resilience isn’t possible without multiple opportunities to try again, as you will be afforded in this course.

The lessons, or “quests,” in The Fun in Failure have been designed according to the game-thinking principles of masters like McGonigal.  At the end of each quest, you may assess your own progress using this Motivation Pedagogy

 

Are you ready to master the teachings of the “Grit Gurus” and turn your failures into fun? 

– Jeremy Royster, Founder

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