I am fortunate enough to work in a school that, up until the province mandated report cards, did not have grades. We used an anecdotal reporting system, co-written by the student and the teacher. Although we have to report percentage grades for grade 7 and 8 students, we still maintain the mentality of using co-constructed criteria to create rubrics specific to the class and students, and anecdotal comments for all types of assessment. So when writing my classroom game, I am able to completely ignore the question of how to connect the game to a final grade. While a lot of other sites suggested making the grades and levels correspond directly, I didn't see the need to do that. This is really good for me, because I am not the kind of person that has a series of assignments and assessments set up for the entire term in advance.
So after doing all my research, my biggest stumbling block was how to make the levelling system and how many points should each "encounter" (assignment) be worth? Fortunately, I am a Dungeons and Dragons player. I shamelessly pilfered my levelling system from there. It goes up to level 30 and has a set progression so that each subsequent level requires more experience points to gain. 30 levels may seem like a lot, but I am a 3-year multi-age teacher, so I am still toying with the idea of having the students retain their experience as they move through the years. I'm also no sure how quickly the students will find themselves moving through the levels at this point, so I thought I would keep my options open.
My next question to answer was how was I going to award points in such a way that the highest quality assignments would get the most points, and the most important sections of each project would grant the most points? The co-constructed rubrics we use gave me the answer. I decided to assign a point value to each objective we chose for the project, and use the rubric score as a multiplier. We would continue to co-construct the criteria to meet each objective, and a point score would be given for each objective as well as the final score. Students could also be given a re-do time frame, during which time they could go back and change anything, hoping to max out their score.
Finally, I had to deal with the issue of levelling bonuses. I was very frustrated with this section for the longest time. In video games, when you level up, your stats improve (you get stronger, faster, more resistant) and you gain abilities (now you can fly, cast more magic spells, gain access to higher levels of magic). In the real world, they do gain knowledge and abilities, which is very valuable intrinsically, but doesn't work especially well with my idea to have some extrinsic rewards associated with the game - it is a big part of gaming. Eventually, I went to the internet to consult with my fellow educators. After a quick search for "classroom rewards," I came up with a list that I felt my students would respond well to, as well as adding a few of my own. I organised them into A, B, and C-level rewards, and tied them into the levelling system. On the advice of those good folks at
Extra Credits again, I also added some bonuses for individuals for behaviours I would like to see more of (+50 bonus XP for helping a classmate) and group bonuses to encourage the students to cheer each other on (+250 bonus XP to everyone when three students reach level 3). This was all right around Easter, so I also bought some plastic hollow eggs so I could put some of the rewards in there and toss them out randomly to students who are participating in class or groups discussions, or who are dedicated to the work at hand.
At this point, I was feeling pretty good about my plan, and presented it to the class. I posted the rewards and bonuses, as well as the levelling system, and asked for their input, suggestions, and a name for the game. The name of this blog comes from one of their suggestions. Although we haven't yet named the game, Realm of the Mad Silver is my favourite so far of all the suggestions.
So, with the Beta test ready to roll out June first, there are a few problems I am still facing, but I will save those for the next entry.
Next time: Problems yet to be solved.
(How to keep track of the points;
Penalties: late work, incomplete work, missing work.)