PANTEION UNIVERSITY
Department of communication     media and culture   Marketing and public relations lab   Social Media and Entrepreneurship
Gamification
According to Herodotus: the first game - dice (Kingdom of Lydia)Facing Famine: Extreme circumstances, extreme solutions O...
Ancient dicesPlaying “dices”
How games entered our           lives?     The decade of games is starting now                 because: - Cultural and tec...
The impact of the games                   Epic Meaning   Social Fabric                              BlissfulUrgent Optimis...
Through games …                  Greater insistence                  on a problem,                  accepting failure     ...
How games affect our lives?Ιnteractive involvement of the players-Identificationwith a character in the game.Developing ...
“When you strip awaythe genre differencesand the technologicalcomplexities,all games share fourdefining traits: a goal,rul...
Jane McGonigal:   “We have to   start doing the real   world more like a game.”
Game MechanicsGame Mechanics are       Game mechanics areconstructs or tactics    essentially acommonly used in         co...
The types of game mechanics              Ownership      Combos                   FreePoints                               ...
Game Dynamics…are strategies commonly used ingame design based on psychologicalmotivations. Game dynamics are fastbecoming...
There are 4 main game      dynamics:     The           The  Appointment   Progression   Dynamic       Dynamic   Communal  ...
GAMIFICATIONGamification is the application of gamingconcepts to non-game experiencesin order to drive desired behavior fr...
Learning through playing         games!
The cycle of lecture, test and repeatis not the best way to engage kids.In fact, it might be the best way to            al...
“ There are many lessons from the world of videogames that we can apply  to education and see    immediate results.”
- Games can create a risk-free environment for   learning and discovery. In most games, failure is a   given.- This is a v...
Good games are designed to makeplayers want to work hard to achievea goal.
- Games have many other properties that make them a perfect vehicle to address our education problems.- If we tap into mot...
Turning theory into reality!
Ananth Pai- A real-world example of game dynamics being used   well in the classroom.- The third grade teacher from Minnes...
- Math is a subject that requires grinding for mastery at   every level.- Pai has successfully used video games and in-cla...
“Until we have School Ville or World of 21st Century      Skillcraft, let’s replacelectures and testing with play  and dis...
SalmanKhan,creatorof KhanAcademy
The Khan Academy- The Khan Academy is a not-for-profit organization on   a mission.- Their goal is changing education for ...
How it works for            students- Students can make use of our extensive video library,   practice exercises, and asse...
Coaches, parents, and         teachers- Have unprecedented visibility into what their   students are learning and doing on...
A global classroom- By entering youre joining millions of Khan Academy   students from all over the world who learn at the...
The “game” of Khan          Academy- Learning is fun & students should want to learn.- Most students steadily lose their n...
KhanAcademyDashboard
Main Characteristics- Most games are fairly non-judgmental.- You feel good when you progress, regardless of how   old you ...
What if…- Instead of threatening to fail a 9th grader who   struggles with fractions we made him feel proud to   actually ...
Let’s not forget…- Students should feel good about what   they accomplish every single day.- They should be encouraged to ...
Ιζμπιστσιούκ Ντορίνα   @DorinaIzbisciucΜαυρουδή Ελευθερία     @eliaki_mΞυπόλιτος Νίκος        @nikosxypolitosΣτολάκη Ντιάν...
ΔιδάσκοντεςΓιαννακέας ΓιώργοςΔοξαράς ΙωάννηςΝεκτάριος ΣυλιγαρδάκηςΛήδα Τσενέ- συντονίστριαΜπέτυ Τσαγκαρέστου υπεύθυνη εργα...
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
Gamification:the new key to success.How gamification is applied in education.
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Gamification:the new key to success.How gamification is applied in education.

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"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.

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Gamification:the new key to success.How gamification is applied in education.

  1. 1. PANTEION UNIVERSITY
  2. 2. Department of communication media and culture Marketing and public relations lab Social Media and Entrepreneurship
  3. 3. Gamification
  4. 4. According to Herodotus: the first game - dice (Kingdom of Lydia)Facing Famine: Extreme circumstances, extreme solutions One day they eat, the other they played dice, forgetting the famine! (Βlissful productivity)Result? Survival from the famine for 18 years ! The first ever game to influence a civilization!
  5. 5. Ancient dicesPlaying “dices”
  6. 6. How games entered our lives? The decade of games is starting now because: - Cultural and technological shifts have led us to aperfect convergence of reach, relevance anddemand. -Traditional forms of entertainment (movies,television... remember books?) are in a rapiddecline. The demand for entertainment shifted toa more interactive, pervasive form ofentertainment. Its shifting to games.
  7. 7. The impact of the games Epic Meaning Social Fabric BlissfulUrgent Optimism Productivity
  8. 8. Through games … Greater insistence on a problem, accepting failure Discovering our and having the real capacity opportunity to try epic winning. again. Positive feedbackMotives to achievesomethingimportant, havinginspiration forcooperation. -Inspiration for cooperation evolving in Displaying the best a more collaborative and version of ourselves. compassionate nature
  9. 9. How games affect our lives?Ιnteractive involvement of the players-Identificationwith a character in the game.Developing solving skills, analytical and estimation skillsand quick decision-making Abilities of resource - management(time, armor,people) and testing. Ability to recognize the types of situations and reactto them with determination. Channelize ones emotions in a positive way. Team spirit, leadership and social skills.
  10. 10. “When you strip awaythe genre differencesand the technologicalcomplexities,all games share fourdefining traits: a goal,rules, a feedbacksystem, and voluntaryparticipation.”
  11. 11. Jane McGonigal: “We have to start doing the real world more like a game.”
  12. 12. Game MechanicsGame Mechanics are Game mechanics areconstructs or tactics essentially acommonly used in collection of tools thatgames to encourage measure and reportgame play. These are statistics. Thosethings like badges, statistics representpoints, leader boards, progress.levels, challenges,achievements.
  13. 13. The types of game mechanics Ownership Combos FreePoints Lunch Reward Quests SchedulesInfiniteGame play Countdown Status Loss Aversion ProgressionBonuses Lottery Levels
  14. 14. Game Dynamics…are strategies commonly used ingame design based on psychologicalmotivations. Game dynamics are fastbecoming a critical currency ofmotivation. Their power lies not inconnecting us to our friends, but indirectly influencing our individualbehaviour.
  15. 15. There are 4 main game dynamics: The The Appointment Progression Dynamic Dynamic Communal Influence and Discover status
  16. 16. GAMIFICATIONGamification is the application of gamingconcepts to non-game experiencesin order to drive desired behavior froman audience-Can be leveraged to drive adoption,engagement, loyalty, sharing, even sales.- Accelerates the movement from physicalto online solutions.
  17. 17. Learning through playing games!
  18. 18. The cycle of lecture, test and repeatis not the best way to engage kids.In fact, it might be the best way to alienate them.
  19. 19. “ There are many lessons from the world of videogames that we can apply to education and see immediate results.”
  20. 20. - Games can create a risk-free environment for learning and discovery. In most games, failure is a given.- This is a very effective way for teens to learn.- Importantly, there is no shame around this type of failure. It’s simply part of the process of learning (and, eventually, winning).- Kids who are not frustrated by failure are less likely to give up on learning.
  21. 21. Good games are designed to makeplayers want to work hard to achievea goal.
  22. 22. - Games have many other properties that make them a perfect vehicle to address our education problems.- If we tap into motivational game dynamics like small achievable goals, desirable rewards, constant positive feedback and compelling interactive content, then we can design an educational experience that speaks to teens!
  23. 23. Turning theory into reality!
  24. 24. Ananth Pai- A real-world example of game dynamics being used well in the classroom.- The third grade teacher from Minnesota was disappointed in his classroom’s math scores.-To improve them, he decided to “gamify” his classroom with titles like Brain Age on the Nintendo DS and Flower Power, among others.
  25. 25. - Math is a subject that requires grinding for mastery at every level.- Pai has successfully used video games and in-class game mechanics to manage and motivate his students, improving their math scores by a significant margin.
  26. 26. “Until we have School Ville or World of 21st Century Skillcraft, let’s replacelectures and testing with play and discovery and beginfostering a passion for lifelong learning in all of our students!” Ananth Pai
  27. 27. SalmanKhan,creatorof KhanAcademy
  28. 28. The Khan Academy- The Khan Academy is a not-for-profit organization on a mission.- Their goal is changing education for the better by providing a free world-class education to anyone anywhere.- All of the sites materials and resources are available to anyone completely free of charge.
  29. 29. How it works for students- Students can make use of our extensive video library, practice exercises, and assessments from any computer with access to the web.
  30. 30. Coaches, parents, and teachers- Have unprecedented visibility into what their students are learning and doing on the Khan Academy.
  31. 31. A global classroom- By entering youre joining millions of Khan Academy students from all over the world who learn at their own pace every single day.- You also have the ability read some of the inspirational stories shared by their global community and you can share yours as well.
  32. 32. The “game” of Khan Academy- Learning is fun & students should want to learn.- Most students steadily lose their natural enthusiasm & curiosity, as they grow older.- The education system has a very poorly designed motivation and incentive system.• The platform behind the Khan Academy was based in the concept of badges and other game mechanics.
  33. 33. KhanAcademyDashboard
  34. 34. Main Characteristics- Most games are fairly non-judgmental.- You feel good when you progress, regardless of how old you are or how long it took you.- Most games give you a sense of immediate success and progress.- Most games encourage you to push your own personal boundaries.
  35. 35. What if…- Instead of threatening to fail a 9th grader who struggles with fractions we made him feel proud to actually learn fractions?- Instead of waiting for the end of the year to get your grade you accumulated a sense of progress with every action you did every single day?- Students were always encouraged to improve themselves incrementally?
  36. 36. Let’s not forget…- Students should feel good about what they accomplish every single day.- They should be encouraged to overcome their personal challenges.- When learning once again becomes a personalized path full of individual triumphs, students will reclaim their natural enthusiasm and passion for learning.
  37. 37. Ιζμπιστσιούκ Ντορίνα @DorinaIzbisciucΜαυρουδή Ελευθερία @eliaki_mΞυπόλιτος Νίκος @nikosxypolitosΣτολάκη Ντιάνα Μαρία @mariastolΤσέλιος Νίκος @nikostselios
  38. 38. ΔιδάσκοντεςΓιαννακέας ΓιώργοςΔοξαράς ΙωάννηςΝεκτάριος ΣυλιγαρδάκηςΛήδα Τσενέ- συντονίστριαΜπέτυ Τσαγκαρέστου υπεύθυνη εργαστηρίου
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