Upload
caroline-oliver
View
216
Download
0
Tags:
Embed Size (px)
Citation preview
Who plays games?59% of all 6-65 year olds are gamers in the
UK100% of 6-10 year olds are gamers3 Billion hours a week gaming worldwide
What is gamification?
“Gamification, defined as the use of game-mechanics, dynamics, and frameworks to
promote desired behaviours.”
Gamification“The use of game elements and game design
techniques in non game context”
Nike running appReward cardsNectar pointsVirtual classrooms
Why use Gamification in education?
Progress recordingImproved communicationMotivation and engagementInteractive student centred learningPromote goal setting and achievementPromote control over students own learningGame elements driving positive learning
behaviours
Drive engagement
4 main ways to drive engagement
1. Accelerated feedback cycles2. Clear Goals and rules of play3. A compelling narrative4. Challenging but achievable tasks
Gamification in practiceSome schools are using gamification
techniques in the classroom.
The course is portrayed as a “quest”, where students can earn points for different activities, such as commenting on a blog, and collect badges at particular levels. Each week Prof Johnson recognises those students who have climbed a level…
Temple U. Fox School of Business
TED Talk on Gamificationhttp://
www.youtube.com/watch?feature=player_embedded&v=4qlYGX0H6Ec
1:40 -3:38
Concepts of gaming we can harnessProgression
Levels -ramp up and unlock content
Points/score -increase the running numerical value of work
In game currency -earn virtual currency for tasks
Investment Achievements -Earn public recognition for completing
work
Appointments -Check and receive new challenges
Collaboration -work with others to accomplish goals
Further learning -Create something of personal interest
popularity -be incentivised to shared and involve others
Cascading information theoryContinually unlock information
Bonuses -Receive unexpected rewards
Countdowns -tackle challenges within a limited time
Loss Aversion -avoid loosing what you have gained
Infinite play -learn to keep persisting rather than give up
Synthesis of skills -Use multiple skills at once
Goal setting -Set goals to help progression
Discovery -navigate through a learning environment to find knowledge
What are the key features?
Rewards - we all like to win
Rankings -xp/ leader boards
Communication -avenues of communication
Feedback - direct fast feedback loops
Avatars - exploration of roles and self projection
Individualised Learning plansVisual mapping and progressionAccess to Study materials and guides
Rewards and rankingsProgress charted with tasks to completeXp gained through tasks building up to “levels”Scores tallied on tables against peers Rewards for the class as a whole doing wellRewards for consolidated effortRewards for most improvedRewards for helping others
Those at the top cannot progress without working in a group
Reward achievers with virtual medals or trophies
Two main types of gamification
Instructor leadQuick instant feedbackAdaptable to learners needs
Computer basedAutonomous Individually paced
Instructor leadSet missions, challenges or quests Planned Interactive activitiesInclude choice, chance and reward
Developing scoring systemsLinks to a holistic plan (scoreboard /
leaderboard)
Computer basedUtilise existing software
Social mediaARGS (alternate reality games)VR (Virtual reality)VLE (Virtual Learning environments)
Develop a VLE for students
VLESecond Life Examplehttp://
www.youtube.com/watch?v=HPDgEcHGzRQ1.10
Fold ithttp://
www.youtube.com/watch?v=iYMU5cMTdeYYEA SCIENCE!
In use todayClass dojohttp://www.youtube.com/watch?v=KaeNSYJvr
n0&feature=player_embeddedGoalbookStudent ILP teams and social mediahttp://vimeo.com/27145045Course Herohttp://www.youtube.com/watch?v=CEaTk9q6
gCw&feature=player_embedded
Summary
Gamification can give a familiar, friendly framework to learners allowing them to positively chart their own success.
Try gamify a workbased activity and see the difference