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Using Google Slides to Gamify Art

This is a video I made demonstrating how I use the Google Slides app to gasify my classroom. This is a sort of modified TAB (Teaching for Artistic Behaviors) setup. Most of the video demonstrates some of the things I have learned through trial and error as far as what makes for a good design, how to handle digital badges etc. One of the primary benefits of using this system, is students choose their challenges, and they are rewarded with digital badges as a recognition of their accomplishments. The whole system focuses on advancement and celebration of achievement fostering a more positive atmosphere in the classroom. Also, when students choose what they are doing, they are more engaged, and they are excited to share their work with peers. I prefer not to have stations for different media, but rather stations where students gather materials. Having all different media out on each table as students work makes for a bit more mess, but a lot more collaboration and students sparking each other's imaginations. Also, by putting the responsibility of gathering materials on the students, they become more responsible for the care of supplies and it makes for a system that will continue to function smoothly even when I am absent and a sub comes in. Aside from the fact that it is free, a huge benefit to Google Slides is that it allows for me to update and push things out to kids easily, and they build a portfolio of their work along the way because they have to document their work in order to show me evidence that they are ready to level up. One of my hesitations as I read about TAB over the years was that I didn't see how it would work in an elementary classroom. This system has worked very well in my classroom with my first through fifth grades. In my older classes particularly it has worked very well. My younger students love the choice and flexibility, but truthfully they weren't ready for the amount of options I gave them when I first rolled it out (I initially gave everyone about 40 options). My advice would be to start off with maybe about 10 different options at level 1 and require students to earn five different badges to level up. My "game" has 4 levels. Level 1 focuses on materials and students must earn 5 different badges using clay, paint, markers, printing etc. Level 2 focuses on categories of art such as portraits, landscapes, abstraction etc. Students choose the media, but must hit targets that are more about subject matter or styles. At level 3, students explore art careers, and as professionals, they have more flexibility choosing media and subject matter. Level 4 is my GOAT level. Any students who reach that level are given flexibility to set their own targets for their work, but then they present their work and engage more in higher level reflection, revision etc. If you are considering gamification or implementing more choice in your art classroom, I highly recommend taking the plunge and hopefully this video will help you see how to set up an effective system.

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