Allen interactions gamification for e learning

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  • This taxonomy alignment for gaming can be implemented even in the simplest of ways with maximum effect. We need to to our children thinking and acting in the space of exploration and stimulation to have real impact for the future.
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Allen interactions gamification for e learning

  1. 1. #GameForChange Tuesday, June 24th 1:00 – 2:00 PM Angel Green senior instructional strategist Allen Interactions Gamification for e-Learning
  2. 2. #GameForChange Gamification for e-Learning Tuesday, June 24th 1:00 – 2:00 PM Angel Green senior instructional strategist Allen Interactions
  3. 3. #GameForChange Share via Twitter #GameForChange follow us: @LearnerAdvocate @customelearning
  4. 4. #GameForChange
  5. 5. #GameForChange
  6. 6. #GameForChange Enter Gamification Gamification of Learning “Using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems. “ –Kapp 2012
  7. 7. #GameForChange Why Gamify Learning? • Enhance Learner’s Motivation • Focus on Behavior-Enhancing Tasks • Create Meaningful and Memorable Experiences
  8. 8. #GameForChange “Success is getting people to do the right thing at the right time!” The Goal?
  9. 9. #GameForChange Gamification Based on Instructional Principles • Is not just “gaming for the sake of gaming,” but focuses on the learning and organizational performance targets • Creates instructional interactivity to actively engage the learner’s mind to do things to improve skills and readiness
  10. 10. #GameForChange ©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)
  11. 11. #GameForChange ©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)
  12. 12. #GameForChange Recall and Memorization Games Optimal for: Rote memorization of fact. Examples include: • computer error codes • common acronyms • graphic identification (symbols such as hazard warnings) Use when: Level of knowledge is conceptual in nature, where learners are expected to have cognition in alignment with the Remembering level of Bloom’s Taxonomy.
  13. 13. #GameForChange Recall and Memorization Game Example
  14. 14. #GameForChange ©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)
  15. 15. #GameForChange Judgment Games Optimal for: Demonstrating ability to choose among options - comparison, best of many, etc. Use when: Level of knowledge is conceptual or rules-based in nature and aligns with the Understanding level of Bloom’s Taxonomy.
  16. 16. #GameForChange Judgment Game Example
  17. 17. #GameForChange ©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)
  18. 18. #GameForChange Consequence Games Optimal for: Allowing learners the opportunity to make mistakes and witness the outcome of these mistakes, in a safe environment. Learners proceed through a series of actions, steps, or choices, and then experience the outcome of their decisions. Use when: Level of knowledge requires making choices and aligns with the Applying level of Bloom’s Taxonomy.
  19. 19. #GameForChange Consquence Game Example
  20. 20. #GameForChange ©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)
  21. 21. #GameForChange Strategy Games Optimal for: When learner’s decision-making skills determine the outcome. Strategy games can work to change behavior rather than simply test understanding. Use when: Knowledge is procedural or soft-skills based and learner cognition aligns to the Analyze level of Bloom’s Taxonomy.
  22. 22. #GameForChange Strategy Game Example
  23. 23. #GameForChange ©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)
  24. 24. #GameForChange Exploration Games Optimal for: Allowing learners to explore a variety of options to achieve different outcomes. Similar to the “real world,” there might not be an absolute right or wrong answer. Exploration games are highly effective in improving learner performance. Use when: You need learners to put together parts to make a whole, to solve problems, or to perform tasks. This level of gaming aligns to the Synthesis level of Bloom’s Taxonomy.
  25. 25. #GameForChange Exploration Game Example
  26. 26. #GameForChange ©2014 Allen Interactions, All Rights ReservedTaxonomy Alignment for Gaming (TAG)
  27. 27. Simulation Games Optimal for: Simulating activities in “real life” in the form of a game. Usually there are no strictly defined goals in the game, with players allowed to freely control a character. Simulation games are often set in very rich contextual settings between the game and his/her day-to-day work environment. Use when: Psychomotor skill development, high-order thought processes and/or soft-skill development are necessary. This level of gaming aligns with the Create level of Bloom’s Taxonomy.
  28. 28. #GameForChange Simulation Game Example
  29. 29. #GameForChange Questions?
  30. 30. #GameForChange Get Access to the TAG Tool! learn.alleninteractions.com/gamification-for-elearning
  31. 31. #GameForChange Thank You!

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