A few steps to get started:
Taking the first step can be daunting! People often ask me how to get started. They feel inspired after hearing about all of the theory, but wonder just how to implement it in their own practice.
My first advice is to understand the time and skill involved. Most of the gamification examples we see are large-scale designs involving a team of developers and months of research, planning, testing and refining. If you don’t happen to have such a team on hand then a smaller scale project is needed. Although, if you have a class to teach then perhaps they can be your design and testing team. (They also complain less when it is their own ideas).
Karl Kapp highlights the difference between structural gamification that ties together a series of activities (usually long-term over a few weeks) and content gamification (one teaching session). It makes sense to start with the latter.
Step 1) Select a topic and a group of generous people to test out your strategy.
Step 2 ) Use the free Lesson Plan provided when you subscribe to the Moojoo Newsletter. In summary, small groups compete to come up with the best multiple choice question on a set topic. (This approach is based on Stanford University SMILE app and has been shown to have positive results in learning.)
Step 3) Allow time for reflection and feedback from participants. You may need to make some tweaks to suit the group you are working with so I have added a link to the Google Form you can copy and edit.
Step 4) Share your implementation with others! Especially what didn’t work out.. we need to talk about our successes and failures and encourage continual trial and improvement. Step by step ..
You are invited to join the Moojoo online learning space. There is a free introductory course on Getting Started in Gamification for Teachers. The suggested steps above will be covered in detail. There are more free sample Lesson Plans provided as part of a Basic Moojoo Subscription (Free Forever).