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Gamification: Impact on Student Engagement and Performance in Post-Secondary Students

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This is an introduction to the potential for gamification in the post-secondary environment.

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Gamification: Impact on Student Engagement and Performance in Post-Secondary Students

  1. 1. Gamification Impact on student engagement and performance in post-secondary students
  2. 2. Today's classrooms are filled with pedagogy that is "stale, bland, and almost entirely stuff from the past" Prensky, 2005, p. 62
  3. 3. Today's Students... So the real mystery is.... how do we engage today's learners in boring classrooms of the past ?
  4. 4. “They won’t put down their smartphones!! How can we compete with their technology rich lives for their attention to our material?”
  5. 5. To learn the answer to our question, we must first learn more about our students… So I knew someone on campus would know about our students… I sat down at my computer to compose an email to Gordon Ellis…
  6. 6. It didn’t take long… and I had new mail…
  7. 7. Percentage of Canadians Playing Video Games 90% 59% 0% 20% 40% 60% 80% 100% 6-17 18 - 34 Percentage Percentage of Canadians Playing Video Games Our Students are Playing Video Games Entertainment Software Association of Canada, 2013
  8. 8. Time Spent Playing Video Games  According to the 2010 Health Behaviour Survey conducted by the World Health Organization, Canadian children age 10 – 16 years are spending an average of 1 hour and 51 minutes each day playing video games. Active Healthy Kids, 2014
  9. 9. Canadian Video Game Players by Sex Male 54% Female 46% Male 53% Female 47% Economic Modeling Specialists Intl., 2014Entertainment Software Association of Canada, 2013
  10. 10. These are all interesting facts, but I figured I needed some first hand information so I took a walk through the college to see what students were really up to…
  11. 11. Well they say… if you can’t beat them… join them. Can we really use games in classrooms to teach?
  12. 12. Games in Education Video game and serious game research tells us that:  Are effective in promoting learning (Annetta, Minogue, Holmes & Cheng, 2009; Barab, Thomas, Dodge, Carteaux & Tuzun, 2005; de Frietas, 2006; Ke, 2009; Liu et al., 2014; Moreno, 2012; Papastergiou, 2009)  Should be motivating and provide encouragement through very short-term goals  Should allow for failure with opportunities to try again until students succeed (O’Donnell, Gain & Marais; 2013)
  13. 13. I knew that I couldn’t tell the professor that the solution was for him to use video games in the classroom… he would never buy into that… there had to be a way…
  14. 14. Video games in our classrooms…. They take too long to play… How does World of Warcraft relate to my content? I don’t have time to find video games that work… I don’t know how to make video games…
  15. 15. Gamification Gamification involves incorporating elements of games into a non-game context such as a classroom to increase user experience and engagement.
  16. 16. Gamification Typically, these game elements include items such as:  Points  Leaderboards  Badges Game elements can also include:  Avatars  3D environments  Immediate Feedback  Ranks  Levels
  17. 17. Ga http://www.yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.VGEVp8klp2p Gamification has been used in a variety of settings including healthcare, business, education and productivity.
  18. 18. How will you use Gamification in your next project? Need help, contact me for assistance. Meaghan Lister Consulting https://mlisterconsulting.wordpress.com/
  • DianneHope

    Mar. 12, 2016

This is an introduction to the potential for gamification in the post-secondary environment.

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