3. INTRODUCTION
Educational Games are being used by many
different people. Parents buy games for their
children, teachers find games online that
address the content they are focusing
on, and many students find these
environments engaging and worthwhile.
4. DESIGN AND IMPLEMENTATION OF
EDUCATIONAL GAMES:
Theoretical and Practical Perspectives
researches how to meet this need by
effectively engaging the learner while
keeping learning integral and still creating an
enjoyable experience for the user.
5. In Teaching, we always
have a question at the back
of our mind.
“How are we going to
sustain the interests and
attentions of our students?”
6. In education, gaming is
part of the learning
process. Research
shows that through
gaming tasks, students
are able to absorb
more quickly the
lessons content likely
because of the reason
that they enjoy what
they are doing.
7. Using games in a meaningful way within
lessons depended far more on the effective
use of existing teaching skills than it did on
the development of any new, game-related
skills.
Far from being sidelined, teachers were
required to take a central role in scaffolding
and supporting students’ learning through
games.
9. WHAT DOES LOTTERY HAVE TO DO IN
EDUCATION?
A lottery, is a game of chance in which people
pay for the opportunity to win prizes.
In Education, teachers are able to implement
their lessons by taking the chance like the
lottery has. Instead of money, the learning
outcomes is the best prize a teacher could ever
get from her students.
It all depends on the types of approaches the
teacher will use in order to get the necessary
outcomes.
10. Marie Bjerede is a writer, speaker, and
champion for education transformation. She
believes people acting as independent
agents can collaborate to get more done and
live happier lives.
According to her there are 3 levels of notion
of gamification as applied to education.
11. THREE GAME CHARACTERISTICS THAT CAN BE
APPLIED TO EDUCATION
Level 1: Level 2: Level 3:
Leveling up Group
or questing Collaboration Play
12. LEVEL 1: LEVELING UP OR QUESTING
The first level is one where leveling, questing, and
leaderboards can help motivate students to engage
more with their schoolwork. Like a gamer who
chooses his or her own path and pace to “level up,”
a student will choose his or her own path and pace
to learn a standard curriculum and be able to prove
advancement to that next level through
performance on tests.
13. LEVEL 2: GROUP COLLABORATION
The second level is more like the World of Warcraft
gameplay called “raiding” — group collaboration to
achieve a shared goal. In Warcraft, that could
involve downing a boss while in school it could be a
collaboration on a book about local ecology. To the
degree that work (or play) happens digitally, leaders
(or teachers) can get rich insight into everyone’s
contributions and participation.
14. LEVEL 3: PLAY
The third level is less like traditional gamification
and more about play. Rather than using Warcraft
dynamics, it focuses on open-ended exploration —
more like the game Minecraft. It already shows up
in education through inquiry and the arts, and is
more focused on developing questions than finding
answers.
15. THE PURPOSE OF GAMING AND LOTTERY IN
TEACHING
Its main purpose is to help people get from point A to
point B in their lives — whether that’s viewed through the lens
of
personal growth, societal improvement or marketing
engagement. We all have the intrinsic desire to be the best
possible people we can be, and to make the world in our image
of its maximum potential.
However, most of us lack the systems thinking (and discipline)
required to get to that goal. What games do well is expose
complex,learnable systems that users can engage with to
achieve personal mastery — and thus accomplish something
aspirational.
16. Our Resources are the following:
http://www.nestafuturelab.org/research/teachi
ngwithgames.htm
www.google.com
www.wikianswers.com