Gamification Hand Mechanic

Mr. Hedges realizes that this technique could neatly simulate the complexity of the Iowa caucuses. He creates a deck of cards to represent Democratic and Republican candidates and all of the different kinds of factions and perspectives that might influence how voters behave in their individual caucus sites. He has one of his classes play a Democratic caucus and the other play a Republican one. The game he creates is played over three turns (coffee hour, early evening, evening). Players are assigned to represent different candidates. Mr. Hedges assigns more students to represent candidates who are polling higher than candidates polling lower. For instance, in the 2008 Democratic caucuses, he would have divided a class of 20 students this way: Obama 6, Edwards 5, Clinton 5, Richardson 2, Biden 1, and Dodd 1. Each team of students has certain objectives during these three turns (e.g., come in first, come in no lower than third). In each turn, there are four rounds of card play, each representing a 15-minute span of time. Players play their cards (which represent votes, influence, money, community factors, and weather), and at the end of each turn, Mr. Hedges tabulates votes for each candidate.

Notes:

Folksonomies: education gamification

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John Edwards (0.784525): website | dbpedia | freebase | yago
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 Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students
Books, Brochures, and Chapters>Book:  Cassie, Jonathan (2016), Level Up Your Classroom: The Quest to Gamify Your Lessons and Engage Your Students, ASCD, Retrieved on 2017-03-10
Folksonomies: education gamification