I said in my post about this year’s syllabus-wrangling that the biggest change in my teaching was going to be my gamification of Intermediate Latin. I figured the subject deserved its own post, so here it is. Gamification is rapidly increasing in popularity as a way to plug into our basic motivations as humans, in that we enjoy playing games where we get rewards, can follow strict rules and so on. Academic courses respond well to being gamified, because it is a way of making the implicit rules we expect our students to follow explicit, and associating them with a value system which the students buy into. This model of teaching is, as far as I am aware, doing particularly well in American institutions, at least in part because of the freedom to change assessment requirements in individual courses that instructors often have. This means they can link accomplishments within the course-game explicitly to a student’s final grade without having to run it past, for instance, a university registry office and external examiners to get their approval. However, just because I don’t feel I can go that far doesn’t mean that gamification is a lost cause.
This term, following my colleague Tim Phin’s lead (and very generous sharing of materials), I am trying to gamify Intermediate Latin. As I have implied, this won’t affect students’ final grades – they’ll still have their in-class quizzes and end of year exam to do that. However, what struck me teaching this course last year was that there is an awful lot of work expected of students that they don’t actually get any credit for, and I suspect that may be part of the reason why it often gets neglected. For instance, I expect students to be finishing off hand-outs and translations from class, doing translation and grammar homework, learning vocabulary, reviewing their performance on tests… none of which ever gets any recognition, except for the pay-off they hopefully receive in their grades for the in-class quizzes. For students who perhaps work better with short-term than medium- or long-term motivation, that’s not really a winner.
So I am trying to give that previously unacknowledged work a value by borrowing Tim’s system of insignia or badges. Tim structured his course so that students won insignia for in-class activities, homework and other challenges; the number of insignia won corresponded to the final grade in the course. I’ve taken his model and instead created different kinds of insignia for different kinds of tasks – there are insignia verborum for vocabulary learning and insignia grammatica for grammar-based homework tasks, for instance. Students can keep track of which insignia they have won by a chart and – you guessed it – stickers. When I first found myself thinking about gamifying the course, my mind immediately went to auto-awarded badges and technology and all the clever things you can do with programming – but actually, that’s all a bit of a distraction from the underlying gamification principle. It’s a nice add if you can have it, but if you can’t, stickers will work just as well to signify that the work is being recognised, and as things to be won and collected. I’ve even bought a special stickers, because what’s the point if you can’t generate some excitement? Mind you, my mind goes back to my first Latin 101 class at Rutgers. Whenever they scored over 90 on a quiz, as the quizzes were designed to let them, I would give them a little star sticker. After the initial ‘wait, we’re back in high school now?’ moment, the competition for those stickers and who got them on each weekly quiz became one of the most intense contests that I’ve ever seen in a classroom. Technology may be shiny, but never underestimate the power of a sticker.
I’ll be keeping close tabs on how this strategy works over the coming year, and will report back on how well or otherwise it works. I’m optimistic, but it will only work if my students buy into it.