Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging Classroom!


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September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).

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Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging Classroom!

  1. 1. “Introduction to Gamification vs. Game-Based Learning (GBL): Make an Engaging Classroom!” Sherry Jones September 17, 2013 “Introduction to Gamification vs. Game-Based Learning (GBL): Make an Engaging Classroom!” by Sherry Jones is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
  2. 2. Gamification and Game-Based Learning (GBL) are NOT the Same! Although you may have heard or seen the terms Gamification and Game-Based Learning (GBL) used interchangeably, I need to emphasize that they are 2 very different approaches to imbuing social situations with game-like experiences. We must first address the theory and methodology behind Gamification and GBL in order to understand why the 2 different approaches are gaining steam in the field of education. Ready? Let’s Go!
  3. 3. What is Gamification? “Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging . . . . Gamification can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players.” --
  4. 4. In Education, Gamification is . . . Using game design principles to change non game-like classrooms into fun and engaging gamelike environments, for the purpose of motivating and changing learner behaviors. Some principles . . . ● Points ● Levels ● Challenges ● Quests ● Rewards ● Leaderboard ● Achievement Badges ● Feedback Loops ● Progress (Status Bar)
  5. 5. Why Gamify? “Gamification techniques strive to leverage people's natural desires for competition, achievement, status, self-expression, altruism, and closure” (Wikipedia). Gamification Encourages: ● Fun ● Intense Focus ● Competitiveness ● Collaboration ● Camaraderie ● Retention ● Mastery (Fail often until problem is solved) ● Meaningful Choices ● Productivity ● Joyful Optimism ● Creativity/Exploration
  6. 6. Gamification is Everywhere! “By 2014, more than 70 percent of Global 2000 organizations will have at least one "gamified" application, according to Gartner, Inc. Analysts said that while the current success of gamification is largely driven by novelty and hype, gamification is positioned to become a highly significant trend over the next five years.” -- Gartner Research (Nov. 9, 2011)
  7. 7. Let’s See Gamification in Action!
  8. 8. Linkedin Gamified (Status Bar)
  9. 9. Nordstrom Gamified (Exp. Points)
  10. 10. FourSquare Gamified (Badges)
  11. 11. Kickstarter Gamified (Rewards) Neverending Nightmares by Matt Gilgenbach on Kickstarter
  12. 12. College Syllabus Gamified (Levels) Lee Sheldon’s Gamified Syllabus
  13. 13. Gamifying Class: Benefits+Problems Benefits ● Make Classrooms more fun and engaging. ● Motivate Students to complete activities. ● Help Students focus and be more attentive to what they are learning. ● Allow Students engage in friendly competitions with peers. Problems ● Gamification can become become predictable and boring. ● Poorly designed gamified activities can seem meaningless (if learning objectives are not well defined or met). ● Gamification can seem manipulative (ethical questions arise).
  14. 14. Your Turn: It’s Gamification Time! 1. Describe 1 lesson that you regularly give in class. 2. Explain how you would gamify that lesson with 1-2 principles below: ● Points; Levels; Challenges; Quests; Rewards; Leaderboard; Achievement Badges; Feedback Loops. 3. Finally, share your gamified lessons!
  15. 15. What is Game-Based Learning (GBL)? “Game based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game based learning is designed to balance subject matter with gameplay and the ability of the player to retain and apply said subject matter to the real world” (Wikipedia). In other words, game-based learning is the use of games (analog or digital) in teaching a subject matter. The idea is to get students to play with already made games to fulfill a learning objective.
  16. 16. What is a Game, Really? Game Definitions by Molleindustria
  17. 17. Why Use GBL in Education? Why are Games Good for Learning by PIXELearning (Infographic)
  18. 18. Let’s See GBL in Action!
  19. 19. GBL Physics (Angry Birds) The Physics of Angry Birds by Rhett Allain for Wired Science (Oct. 8, 2010)
  20. 20. GBL Math (Portal) Image: “Math of the Game Portal” by David Wees (Oct. 3, 2011)
  21. 21. GBL History (Minecraft)
  22. 22. GBL Entire School Curriculum
  23. 23. GBL Cognitive Health ● Gaming Linked to Greater Emotional Well-Being During Aging, According to Study by Alexa Ray Corriea (March 6, 2013) ● UCSF Study Shows Gaming Makes You Cognitively Younger by Timothy J. Seppala (Sept. 5, 2013) ● “Video Games Can Help You 'See' More” by Journal of Attention, Perception and Psychophysics (June 12, 2013) ● Video Games May Improve Reading Skills In Children With Dyslexia: Study by Betsy Isaacson (March 8, 2013)
  24. 24. GBL Behavior Improvement ● Video Game Takes Bold Step Against Youth Suicide by Leslie Scrivener (Sept. 13, 2013) ● Video Games Do Not Make Vulnerable Teens More Violent by Heidelberg (Aug. 26, 2013) ● Gaming Can Inspire Healthy Behavior, Study Shows by Elizabeth Armstrong Moore (March 20, 2012) ● The Key to Unlocking the Virtual Body: Virtual Reality in the Treatment of Obesity and Eating Disorders by Giuseppe Riva, PhD (March 2011)
  25. 25. GBL Class: Benefits+Problems Benefits ● Turn Students into problem solvers and selfdirected learners. ● Foster Students’ design thinking via game making (create better world systems). ● Allow Students to engage in friendly competitions with peers. ● Help Students learn to analyze multimodalities. Problems ● The Instructor, as the sole troubleshooter, must be quite familiar with assigned games to teach with them. ● Assigning games without defining clear learning objectives reduces class time to playtime only. ● Technology issues (PC vs. Console gaming)
  26. 26. Not All Fun Activities Are Games “Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a ‘learning game.’ Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a ‘doggie.’” -- Frank Catalano, Edsurge (August 20, 2013)
  27. 27. Gamification vs. GBL? ● Gamification = Turn the world into a playable and meaningful game in order to achieve specific objectives. ● Game-Based Learning (GBL) = Apply concepts to interpreting the meaning of existing game worlds. Or, reframe the game worlds as a “playground” for experimentation and analysis of concepts. ● Choose to apply Gamification or GBL to your class as best fits your teaching objectives!
  28. 28. Let’s Play a Persuasive Game ! The Republia Times by Dukope
  29. 29. Let’s Play a Serious Game ! Acidosis by Twirlbound
  30. 30. Questions? Comments? Sherry Jones Philosophy, Rhetoric, Composition Slideshow: