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Motivating students-mz ma
1. MOTIVATING THE LEARNERS BY
COMBINING THE ELEMENTS OF
PERSONALIZATION AND GAMIFICATION
dr Maria Zając, dr Magdalena Andrzejewska
Pedagogical University of Cracow, Poland
2. FORMAL CONTEXT
The work described in this presentation is a part of INDIPATH PROJECT
- Formal description of individual learning path in Technology
Enhanced Learning, research grant financed by the Polish-Norwegian
Research Fund, 2013-2015, Project number Pol-Nor/205110/12/2013
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
3. THEORETICAL CONTEXT
Technology has permeated all levels of education nowadays but it does not
mean it has improved the quality of teaching and learning.
While it is true that the educators are familiar with technology it doesn’t
have to be true that they all know how to use it in a way that supports and
enriches teaching and learning.
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
4. HYPOTHESIS
When we are able to describe (in a formal way - using metadata) various
types of possible activities of students during the technology enhanced
classes we can elaborate a solution (an algorithm) that will support
teachers in designing such classes in a way that it will stimulate students
engagement and motivation.
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
5. PRACTICAL CONTEXT
• two gamified university subjects
• a cohort of computer science undergraduates (~120 students)
• duration of the experiment – one semester (February-June 2014)
• on campus laboratory lessons, supported by the use of Moodle
platform
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
6. THE EXPERIMENT
The aim: to identify as many as possible different types of tasks and
activities.
The precondition: to achieve that we have to establish the learning
environment that supports obtaining a variety of skills, including social
skills like collaboration, leadership, building relations and connections
as well as group work, creative and critical thinking etc.
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
7. IMPORTANT QUESTIONS
1. What can motivate students in a gamified subject?
2. What skills or competences can they improve/obtain/exercise?
3. How the subject should be organized (designed)?
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
8. THE TASKS
• Recognize students needs in order to create the groups
• Prepare various types of tasks and activities
• Define the game rules (in the first phase they were very simple)
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
9. THE EXPERIMENT – PHASE I
• The tools used for identidying students’ preferences:
• The Bartle’s Player Types Test
http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
• Personal preferences questionnaire KS-TIW
http://ux.up.krakow.pl/~ewam/style-uczenia/
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
10. The results of Bartle’s test
No
Student’s name Bartle's test results Team
achiever explorer socializer killer No.
1 Piotr 80% 53% 53% 80% Z51
2 Mateusz N. 87% 75% 40% 73% Z51
3 Jarosław 60% 53% 27% 73% Z51
4 Arkadiusz 33% 80% 40% 67% Z51
5 Mateusz R. 27% 60% 47% 67% Z52
6 Maciej 53% 27% 67% 53% Z52
7 Mateusz K. 73% 67% 47% 13% Z52
8 Jakub 0% 67% 60% 80% Z52
9 Filip 47% 53% 13% 93% Z53
10 Kamil 40% 47% 33% 67% Z53
11 Mateusz B. 73% 73% 40% 27% Z53
12 Przemysław 53% 100% 60% 13% Z54
13 Anita 60% 73% 87% 27% Z54
14 Szymon 53% 47% 40% 60% Z54
15 Bartłomiej 47% 73% 53% 27% Z54
Source: own data collected for the
purpose of gamifying the class
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
11. TYPES OF TASKS and ACTIVITIES
1. Every student gets the same task but can use a different form of
presenting the solution
2. Different tasks – parts of a group work, the task completed by every
member of a group constitutes a part of a final solution
(collaboration, responsibility)
3. Individual tasks – aimed at improving different skills (eg. social skills
or leardership, time management)
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
12. INITIAL OBSERVATIONS
• Not everyone wants to play
• Problems with students working systematically
• Difficulties with group work (responsibility) – students are not used
to the effective group work
• Positive attitude – some of them became interested in the subject (the
way it was organized) although they do not like playing games
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
13. FUTURE IMPROVEMENTS - 1
1. Use more precise tool for identifying learner (player)
types, eg. Marczewski’s User Types Hexad
2. Be more strict with creating the groups
Source: http://www.gamified.co.uk/user-types/#.VF500xb5z6U
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
14. Source: Gamified UK by A.Marczewski , http://www.gamified.co.uk/user-types/#.VF500xb5z6U
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
15. FUTURE IMPROVEMENTS - 2
Use dedicated gamification
environment like:
• World of Calsscraft
• ISAACLOUD
http://www.classcraft.com/
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska
17. CONTACT THE AUTHORS:
• Maria Zając: mzajac@up.krakow.pl
• Magdalena Andrzejewska: mandrzej@up.krakow.pl
Computer Science Department
Pedagogical University of Cracow
Poland
ICICTE 2014, Kos, Greece – 3-5.07.2014 r. dr Maria Zając, dr Magdalena Andrzejewska