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GAMIFICATION DIDACTICS IN MASSIVE LEARNING

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[Open massive gamification 2019] - Tiberio Feliz Murias

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GAMIFICATION DIDACTICS IN MASSIVE LEARNING

  1. 1. GAMIFICATION DIDACTICS IN MASSIVE LEARNING Design webinar week Wednesday 17th April 2019 Tiberio Feliz Murias (UNED)
  2. 2. THE SPECIALIST
  3. 3. THE SPECIALIST Naugh
  4. 4. THE SPECIALIST Naugh Tyboy Hello people!
  5. 5. THE SPECIALIST Naugh Tyboy Hello Tiberio!
  6. 6. JON ROSEWELL’S TALK • Transmissive parts • Interactive parts • Questions • Valuations
  7. 7. JON ROSEWELL’S TALK • Transmissive parts • Interactive parts • Questions • Valuations
  8. 8. Which is the meaning of gamification for you?
  9. 9. MEANINGS
  10. 10. A DEFINITION ’Gamification’ refers to the _____ (rather than the extension) of _______ (rather than game-based technology or other game- related practices) ________ (rather than full- fledged games) characteristic for games (rather than play or playfulness) in non- game ________ (regardless of specific usage intentions, contexts, or media of implementation). Deterding et al. (2011, p. 13) ??????
  11. 11. A DEFINITION ’Gamification’ refers to the _____ (rather than the extension) of _______ (rather than game-based technology or other game- related practices) ________ (rather than full- fledged games) characteristic for games (rather than play or playfulness) in non- game ________ (regardless of specific usage intentions, contexts, or media of implementation). Deterding et al. (2011, p. 13) Take a screenshot: • Win: Print key • Mac: Shift- Command-4 keys
  12. 12. A DEFINITION ’Gamification’ refers to the _____ (rather than the extension) of _______ (rather than game-based technology or other game- related practices) ________ (rather than full- fledged games) characteristic for games (rather than play or playfulness) in non- game ________ (regardless of specific usage intentions, contexts, or media of implementation). Deterding et al. (2011, p. 13) Choose: elements, use, contexts and design
  13. 13. A DEFINITION ’Gamification’ refers to the use of design elements characteristic for games in non-game contexts.
  14. 14. It seems that gaming is not playing
  15. 15. It seems that gaming is not playing and gamification uses only parts…
  16. 16. 1 2 3 4 Haha…
  17. 17. 1 2 3 4 And now?
  18. 18. 1 2 3 4
  19. 19. 1 2 3 4 Haha…
  20. 20. 1 2 3 4 And the others quadrants ?
  21. 21. Is this from Deterding et al. (2011, p. 13)?
  22. 22. How is it related to Kapp (2012)?
  23. 23. Structural Content Kapp (2012) TYPES
  24. 24. Then, is the gamification a technique or a method?
  25. 25. Method Technique
  26. 26. And what about he Hunicke’s framework (2004)?
  27. 27. Dynamics Mechanics Aesthetics
  28. 28. In which order? MDA? DMA? AMD? MAD?
  29. 29. Dynamics Mechanics Aesthetics
  30. 30. MDA FRAMEWORK Hunicke et al. (2004) Haha…
  31. 31. But Tiberio: you speak only about other people’s ideas….
  32. 32. Teachers Means Individual Team Individual Group Whole Resources Learners Haha…
  33. 33. Election Awards Roleplaying Performance Creativity Collecting data Researching LEARNER- BASED STRATEGY?
  34. 34. Apps Open Self making Case studies Innovation Defamiliarization Storage medium MEANS-BASED STRATEGY?
  35. 35. Options Simulation Symbolism Dramatization Imagination Stories Competition TEACHER- BASED STRATEGY? Haha…
  36. 36. And those lines?
  37. 37. Those!
  38. 38. Haha…
  39. 39. What cheek!
  40. 40. And what is that?
  41. 41. Just now?
  42. 42. Your students believe in you.
  43. 43. Trust them!
  44. 44. See you!

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