Bright Ideas #7: Mini-Game: Keep. Trade. Auction

He shared with me the power-ups he uses with his classroom. Power-ups that were not tangible items or special activities.

“Gosh” I thought, “I just don’t think that would work for my students. For my students, their needs and my goals for our gamification system earning tangible items and special activities was what they needed to motivate and encourage them to take big risks and Continue reading

Bright Ideas #6: Starwarsopoly Gamification

I have been a Star Wars geek for as long as I can remember.  Not only does the movie hold  incredibly fond memories for me, I really just love LOVEEEE the movies, the characters…the everything.  Super Mario Brothers was our first classroom gamification,  then there was Angry Birds,  so when my students asked me what would be next and they asked me what about Star Wars.  I didn’t even have to think.

HOLY WOW….HECK YES!!!

After Angry Birds (which ended up being exhausting, was way more work than I had anticipated and will probably not be played ever again ever again unless it goes electronic)  I was ready to plan a classroom gamification game that was individual and not so time consuming on my part.  I really wanted a game that would run itself but would also be strong enough to continue to motivate and be fun for my students…especially at the end of the school year!  I knew just the game…Monopoly!!!  Not only was it a game I had wanted to make one for two years now (yeah a long time for an idea…I know) it could meet all my classroom gamification requirements.Hans Solo Fun

I started by researching names,  places, things and  ideas (Best Star Wars site…ever!).   I wanted to say is true to the game of Monopoly, while allowing it to ooze Star Wars fun!  As I started making the board I also knew (from past gamification experience) while cards and some of the extra details that make Monopoly Monopoly would be fun it would also make making the game time-consuming and eventually take the fun away from the game… because it would never get done.  So I decided to try to find that balance.  I decided to balance the complexities of the game, getting the game actually made and not making it exhausting for me and unmotivating for the players. Continue reading