Gamification Beyond Competition by Bron Stuckey @BronSt
 

Gamification Beyond Competition by Bron Stuckey @BronSt

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  • Amy Jo Kim - game designer suggests community and gamification are two of the most hotly debated words of our times. And it might be lunacy to bring them together but I see a amazing potential for this mind meld. <br /> So I will give a simple definition for each and then some cases to show how powerful they can be when they come together. <br />
  • This is a list of the juicy topics that are part of my work but that I do not have time to talk about today. <br />
  • Many educators have little personal experience of games and gamification. <br /> They reported being surprised at how competitive they were. <br /> QUOTE and how much seeing their progress towards completion moved them to invest further time and effprt/ <br /> But a number reported surprise at finding gamification activities in a professional learning space. <br />
  • As a Games for Change Festival 2014 keynote, Jane raised the concept of identifying and blending signals that are around us today to develop new ways of being. <br /> This concept of signals is very useful to me as I have been case studying implementations of gamification in education. <br />
  • So what signals am I looking for? <br />
  • WOW
Minecraft <br /> Community discourse serves to: <br /> celebrate and improve play <br /> mod the game <br /> or for theorycrafting <br />
  • Large online Federally funded professional community <br /> 10 level structure from on boarding to social gifting and user driven and designed achievements <br /> Badgeville used to support the gamification. <br />
  • Live 2 day event with teams formed by random assignment. <br /> Met at event. <br /> Many had prepared team logos, badges and ways to meet up before the first day. <br /> Social tasks for the event made up most of their mission <br /> Feedback was overwhelmingly positive - time delimited, intensive engagement, highly social. <br />
  • Talk about attrition in first year of study. <br /> Blended f2f and online activity for 4 year undergraduate degree. <br /> First year used RFID tags now using individual student QR codes. <br />
  • Most tasks were not curriculum or assessment related. <br /> This one was somewhat of an outlier and an experiment. <br /> In the past 85% had achieved pass on this course. <br /> Senior students came to the professor and asked if they could run revision sessions for the freshman. <br /> They reported at the end that they really enjoyed doing this and will continue in the next year. <br /> And yes 90% was achieved and causality cannot be claimed but the bigger winner was the sense of community such a simple achievement engendered. <br />
  • Teacher driven gamified professional learning structure. <br /> 1-to-1 iPad school - develop to motivate teachers to learn to use technology. <br /> 10 levels, 100s of missions to choose from, reward and prizes. <br /> Early levels - experience, middle levels giving back to colleagues, to levels giving back to profession. <br />
  • As people complete a chain of quests related to a particular tool they gain a title like Tweenius or Edmodo Dragon. <br /> What the It people in the school report is that they have started to see teachers going to each other for assistance and guidance rather than always coming to them <br />

Gamification Beyond Competition by Bron Stuckey @BronSt Presentation Transcript