A copy of a talk I gave at the Literacy Link South Central AGM. In it I discuss the history of the term gamification and why gamification and maker culture promote learning and growing from failure.
Failure can be an extremely productive form of education. As educators we must encourage everyone to take chance, make mistakes, identify those mistakes, and grow from those experiences.
2. Start of presentation
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You find yourself at the beginning of a talk on gamification. You see three options
before you,, do you:
>
Go North (a brief history of gamification)
GO EAST (What is maker culture?)
GO WEST (what gamification and making have in common)
GO SOUTH (How can I use gamification techniques today?)
3. You go north
> You wonder what this strange word
gamification means and what odd
history it may have
4. What is „gamification?‟
• Gamification typically involves applying
game design thinking to non-game
applications to make them more fun and
engaging.
27. You go south
Before you leave this strange land you
decide to take something with you. You look
around for something that can be easily
brought back.
36. This is an example of a common
PowerPoint game used in the teaching of
English as a second language in Korea.
In this presentation we will show you how to
use the techniques found in this game to
make non-linear PowerPoint presentations
Let’s get started!