Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Gamification introduction for students

555 views

Published on

During our meeting in Talavera de la Reina (Spain), June 2016, Miriam Walsh (St. John's Central College, Cork) presented this introduction to gamification to over a hundred students at CEPA Río Tajo.

Published in: Education
  • Be the first to comment

  • Be the first to like this

Gamification introduction for students

  1. 1. Gamification in the classroom @mircwalshApple RTC Cork
  2. 2. Gamification in Learning
  3. 3. WHAT IS GAMIFICATION? “Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities” ( Yu Kai Chou, Gamification Guru)
  4. 4. WHERE DID THE WORD COME FROM? Nick Pelling in 2002 2010
  5. 5. STEVE BAMBURY UNITED ARAB EMIRATES TIZIANA SAPONARO ITALY DAVID WINGLER “A well-made app based on gamification can build affinity for a particular subject area that a student may have otherwise been disinterested” TIZIANA SAPONARO “Gamification offers the opportunity to experiment with rules, emotions, and social roles” DAVID WINGLER JAPAN STEVE BAMBURY “It's about infusing game structures within a task to foster engagement through collaboration, communication and competition”
  6. 6. DID YOU KNOW? “The global market for gamification is expected to reach $5.5 billion in 2018 and $10 billion by 2020” (prnewswire, 2014)
  7. 7. It was individualised It was awesome It was challenging It was fun
  8. 8. INDIVIDUALISATION Challenged Goals Motivated Engaged
  9. 9. INDIVIDUALISATION Challenged Goals Motivated Engaged
  10. 10. WHAT FEATURES ARE IMPORTANT
  11. 11. FAILURE
  12. 12. FAILURE
  13. 13. APPLICATIONS FOR GAMIFYING LEARNING
  14. 14. LET’S PLAY 120149 Visit kahoot.it
  15. 15. GAMIFICATION AND TEAM WORK The goal 1. Find places 2. Stamp our cards 3. Race the other teams 4. Don’t get lost! Run team run!!!
  16. 16. LET’S COLLABORATE
  17. 17. LET’S PLAY CBCBAE5B Visit socrative.com
  18. 18. GAMIFICATION AND LANGUAGE LEARNING
  19. 19. DID YOU KNOW? According to Duolingo in 2016 Spanish is the most common language learnt by Irish users and English is the language learnt by Spanish users of their app.
  20. 20. ABOUT
  21. 21. ABOUT
  22. 22. GAMIFICATION AND CODING/ STEM
  23. 23. GAMIFICATION AND CODING
  24. 24. GAMIFYING MUSIC LESSONS “Students set their own learning goals. An important step in the process is having the students determine their own goals for the next lesson. Students will begin to understand their own pace of learning through their goals and the improvements in their scores. Even if the goal is still “passing” a piece, the focus is on improvement and learning” (Maiable Music, 2016)
  25. 25. GAMIFICATION AND VIRTUAL REALITY
  26. 26. GAMIFICATION AND VIRTUAL REALITY
  27. 27. DID YOU KNOW? “62% stated that they would be motivated to learn if leaderboards were involved and they had the opportunity to compete with other colleagues.” (TalentLMS, 2015)
  28. 28. THERE IS OFTEN CONFUSION… Learning Games Simulation GamesGamification
  29. 29. LEARNING GAMES Beginning Middle End
  30. 30. SIMULATION GAMES
  31. 31. SIMULATION GAMES
  32. 32. GAMIFICATION AND BADGES
  33. 33. BADGES IN THE CLASSROOM
  34. 34. BADGES IN THE WORKPLACE 2009 2010 2011 2012 2013 2014 2015 2016
  35. 35. DID YOU KNOW? “A study released in August 2014 found that nearly 53 percent of health and fitness apps featured at least one element of gamification” (National Center for Biotechnology, 2014)
  36. 36. BADGES IN EVERYDAY LIFE 09:30 Magna Amet 05:20 AM 09:45 PM Euismod, Ipsum
  37. 37. SOME LAST TIPS Make learning engaging Make learning challenging Let’s work together Let’s have fun!
  38. 38. The world is our new classroom

×