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Gamification and its adapt in education.
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Communication, Media and Culture Department. Marketing and PR lab.
Lesson: Social Media and entrepreneur
Students: Theopoulou Maria (@mariatheopoulou), Kapsali Chrisoula (@XrysaKapsali), Paspati Anna (@virgolet), Skrivanou Alexandra (@ASkrivanou), Soilemetzidou Eirini (@irinisoil), Mathioudakis Dimitris (@dimitris_mat)
in
Simulated living
There is, that playing video games can be beneficial. Studies
indicate that video games improve decision making, vision, and hand-eye coordination.
People who play games like surgeons, are less likely to do any mistake.
Toyota, Lexus and IBM also used simulated environments.
Dedication into it!
Gamers tend to enter a mental state called "flow," in which they're completely immersed in what they are doing and lose track of time.
….meanwhile in workplaces.
Companies invent their own games, to train their employees. IBM, Microsoft (Code review), Google (Google Image Labeler) and so on are “entertaining” their workers in order to make them more productive.
Health issues
That comes from lack of motivations… which lack is being fought by:
Gamification:
The gaming approach (gaming techniques, mechanics, style) to non gaming applications, aiming to make them more fun and engaging, as it converts simple users into players.
NOTequal to games
The decade of social age is.. OVER
A new “trend” in technology, marketing and administration, that will dominate in the next 10 years.
Gamification is as important as social and mobile.
More than 50% of
companies will have adapt
gamification by 2015
Important in our daily life, mobile applications etc
Friday projects
On Google Friday team members are encouraged to set aside their normal day-to-day work and instead “play” with technologies that interest them and may have a use in the Library. It’s a very interesting approach to development and leads to high motivation within the team to explore and innovate.
Some dynamics• Appointment dynamic: Be in a predefined place, in a predefined
time (example, happy hour or Farmville)
• Progression dynamic: The art of becoming better and better through tasks, missions etc
• Communal discovery: The awesome fact of a group of people working to solve a problem, or to achieve a goal (DARPA challenge example)
• Influence and status: The ability to pressure others and their decisions in game (credits card, schools –bad example-)
Some stats!!
12m of people play each month
83m. of people play , more than twitter users
Av. Gamers age is 34
years
Game mechanicsachievements: “achievements can be easy, difficult, surprising, funny, accomplished alone or as a group”
appointments: “engagements”
behavioral momentum: “keep doing what you have been doing”
blissful productivity: “happier working hard”
bonuses: “reward”
cascading information theory: “information released in the minimum possible snippets”
combos: usually comes with the reward of doing a combination of things
community collaboration: viral and very fun!!!
countdown: “time is up!”
discovery: players love to be surprised...
epic meaning: players love to work for something bigger than themselves...
free lunch: get something for free!
infinite gameplay: without an explicit end
levels: one of the highest components of motivation for gamers
loss aversion: influences user by not instituting punishment,let alone reward!
lottery: this creates anticipation and suspect
ownership: it creates the need to take care of your acquisition
points: a kind of motivation given for any user’s action
progression: the process of measuring success through a combination of tasks
quests: challenge
reward schedules: this delivers the rewards
status: the level of a player.it also relates envy
urgent optimism: players are motivated to overcome difficulties in order to succeed
virality: group of people>person
Examples: Games & Education
Example # 1: learn-e-pedia.gr • A platform for digital educational content, enriched
with multimedia applications.
• Participates in the new era of online school to provide digital line interactive courses online.
• Daily enriching educational content, is the leading platform in the new era of digital education.
• The learn-e-pedia.gr has grown to strict specifications globally strict specifications globally recognized company YDP SA (Young Digital Planet).
• The YDP SA in the last 20 years is a pioneer in educational electronic publications dozen awards around the world.
• The expertise, specialized programs, technical support and quality standards to follow along with the excellent team, guarantee the quality, functionality and efficiency of digital courses.
• Hi, Pythagoras!":In this exhibit, children's elementary school will have the ability, using the learn-e-pedia.gr to discover the world of mathematics.
Example # 2: The “house of Migki” The objectives of this application is the practice of:
• Logic• Observation• Perception• Memory
The pedagogical approach of the above contents of the application is in by:• Exploration and acquaintance with the natural environment by means of
logical-mathematical thinking• Create state reflection• Find solutions through experimentation• Growing awareness• Develop observation• Memory Training
"The Secret Album Uncle Albert"Contents of the award:
• rich environment• variety of objects and tools assisting• plethora of activities to gradually solve the puzzle• combination of audio, visual and motor stimuli• ability to operate multi-level• Knowledge of the natural environment and science
Pedagogical approach of the award:
• active learning through solving situations of concern• undirected action of student• training of all mental abilities, perception, memory, logic• thinking, combined capacity, the importance of distinguishing stimuli• practicing individual skills• creative knowledge discovery
Teachers and Executives
George Giannakeas (@gioris)Nektarios Sylligardakis (@nsyll)Yiannis Doxaras (@Doxaras)
Lida Tsene (@LidaTsene)Betty Tsakarestou (@Tsakarestou)