Walter gamification

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Walter gamification

  1. 1. PRACTICAL APPLICATIONS OF GAMIFICATION
  2. 2. GAMIFICATION IS NOT GAME-BASED-LEARNING Game-Based-Learning = Using Games in a Learning Environment!
  3. 3. GAMIFICATION Using Game elements to support teaching! Often but not necessarily with the help of ICT.
  4. 4. WHAT TO DO  Allow experimentation  Include rapid feedback cycles  Adapt tasks to skill levels  Increase tasks difficulties  Break complex tasks into shorter and simple sub- tasks  Allow different routes to success  Allow the recognition and reward by teachers, parents and other students Domínguez, Adrián, et al. "Gamifying learning experiences: Practical implications and outcomes." Computers & Education 63 (2013): 380-392.
  5. 5. EXAMPLE Explore the City & Explore the Community
  6. 6. EXAMPLE LEADERBOARDS  Competition and comparison  Can provide instant feedback  Should show different ranking dimensions (transparency)
  7. 7. EXAMPLE BADGES, TROPHIES, ACHIEVEMENTS  Social Recognition  Rewards valuable behavior  Can be milestones to break down complex tasks
  8. 8. DIFFERENT ROUTES TO SUCCESS  Can write exams  Can write papers  Can do oral exams  Presentations… Students can select how they want to participate. Make sure you everybody has to cover minimal requirements!
  9. 9. GROUP WORK – COMPETITION IN GROUPS AND BETWEEN GROUPS  Difficult!  Some students don’t take group work serious BUT  Creating competition within the group can break the group dynamics
  10. 10. MAKE SURE THAT You address the Emotional, Social and cognitive areas!
  11. 11. BE CAREFUL! Once you give rewards (external motivation) it’s very difficult to motivate students again if the reward is taken away! Be transparent! Students will try to break the rules of the game! Apply Gamification to the Content, not Content to Gamification
  12. 12. AND RESEARCH SAYS  Students will likely do better in applying knowledge  But will likely have less theoretical knowledge  There is only little emperical (peer reviewed) research on Gamification in educational context. Landers, Richard N., and Rachel C. Callan. "Casual social games as serious games: The psychology of gamification in undergraduate education and employee training." Serious Games and Edutainment Applications. Springer London, 2011. 399-423.

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