Video Gamer Management Plan

Using common video game characteristics and applying them to classroom management.

The main ideas of this model includes scaffolding, making choices, setting incremental goals, making reflections, and being motivated by progress.

Levels and reset buttons!

Students are given levels for learning and behavior, as well as, reset button for skills and performance. Like in gaming, students learn about levels and how the higher levels in behavior reach social rewards.


Anxiety in the classroom is diminished by a promise of a RESET button.

Resources


Desautels, L. (2015, February 02). Incentivizing Your Class: The Engagement-Based Classroom Management Model. Retrieved May 02, 2016, from http://www.edutopia.org/blog/incentivizing-engagement-based-management-model-lori-desautels

Hertz, M. (2011, April 19). Using the Video Game Model in the Classroom. Retrieved May 02, 2016, from http://www.edutopia.org/blog/education-game-gaming-technology-tools-design-project-mary-beth-hertz

Psychology Today. (n.d.). Retrieved May 02, 2016, from https://www.psychologytoday.com/basics/dopamine

Stansbury, M. (2009, December 09). Can gaming change education? Retrieved May 02, 2016, from http://www.eschoolnews.com/2009/12/09/can-gaming-change-education/

Willis, J., MD. (2011, May 24). How to Plan Instruction Using the Video Game Model. Retrieved May 02, 2016, from http://www.edutopia.org/blog/how-to-plan-instruction-video-game-model-judy-willis-md