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Gamification στην εκπαιδευτική Διαδικασία, Stavros Lounis–Director, GamificoLtd

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Gamification στην εκπαιδευτική
Διαδικασία,
Stavros Lounis–Director, GamificoLtd

Published in: Education
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Gamification στην εκπαιδευτική Διαδικασία, Stavros Lounis–Director, GamificoLtd

  1. 1. Gamification of collaborative authoring of interactive ebooks for Children, the Q-Tales project Gamification στην εκπαιδευτική Διαδικασία – 11/06/2015 Stavros Lounis – Director, Gamifico Ltd
  2. 2. “How can the features that make computer games captivating be used to make other user interfaces interesting and enjoyable to use?” (1982, Malone) – “The process of game-thinking and game mechanics to engage users and solve problems” (2011, Zichermann and Cunningham) – “The use of game elements and techniques in non- game contexts” (2011, Deterding et al.) – “use of game mechanics, dynamics and frameworks to promote desired behaviors” (2011, Lee and Hammer)
  3. 3. Elements of Gamification (2012, Kankanhalli et al.)
  4. 4. Rewards under a Gamification Setting (2011, Burke)
  5. 5. Reported Results Higher AVG grade for students enrolled in course utilizing Levels, Badges and Feedback initially aimed to increase student motivation to undertake course related tasks. (2013 Dominguez et al.) 18.5 % 10.0 % Higher completion of tests on tutorial versus non gamified version of same tutorial. Gamified version introduced Missions, Rewards, Levels, Rewards (2012, Li et al.)
  6. 6. Q-Tales A Collaboration Ecosystem enabling EU Creative SMEs to exchange multi-media content and create multi-plot, interactive Apps for Children, curated according to Reader ability and educational value. www.q-tales.eu
  7. 7. The Partners in the Endeavour
  8. 8. Q-Tales Gamification Applied to: • The management and operational features of the Q- Tales Collaboration Platform. • The Content Collection, feeding the Q-Tales Ontologies. • The production process of the Q-Tales e-books & apps through the Q-Tales Authoring Tool. • The final products, i.e Q-Tales branded e-books and apps.
  9. 9. Our Approach
  10. 10. Gamification within and across end products (E-Books/apps) Support the Learning Process Enhance Pedagogical Value Introduce Learning Activities Profile Personalization Missions Feedback Progression Badges
  11. 11. Contact US www.q-tales.eu Stavros Lounis Gamifico Limited slounis@gamifico.co.uk

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