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Education Gamification and Personal Health

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The Role of Gamification in Education and Personal Health and Well-Being presentation was delivered in Malaysia at a workshop organised by the UPSI Education Research Lab

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Education Gamification and Personal Health

  1. 1. The Role of Gamification in Education and Personal Health and Well-Being UPSI Gamification Seminar Malaysia David Wortley
  2. 2. About Me Baby Boomer Technologist Human Being Passion for Life and Human Potential GAETSS CEO & Senior Consultant Imaginary srl
  3. 3. Gamification Enabling/Disruptive Technologies Learning/Education Health/Well-Being
  4. 4. What is Gamification? ● Mechanics & Human Psychology ● Challenges ● Chance and Uncertainty ● Goals and Objectives ● Rules, Rewards and Penalties ● Actions & Consequences ● Measurement & Feedback ● Progress & Development ● Intrinsic & Extrinsic Motivation Every Single Human Activity is a Game in which we can be Players or Spectators It is embedded in our DNA to develop through playing games
  5. 5. The Education Challenges How do we equip the children of today with the knowledge, life skills and personal attributes to survive and prosper in a world which is rapidly changing? How can we build a sustainable future in a world in which much of what once required human intelligence and skill will in future be controlled by technology?
  6. 6. The Challenges and the Role of Technology in Education & Learning ● We need adapt learning strategies to the needs of the future society ● We need to recognise that individuals will have many different careers in their lifetime ● We need to harness the power of technology to augment and enhance humanity not replace humans with machines ● We need to encourage active citizenship, lifelong learning and a desire to build a better world ● We need to help students manage personal relationships ● We need to equip students of all ages with the ability to be successful in the game of life
  7. 7. The Health & Well-Being Challenge The Ageing Society Challenges the Sustainability of Health Services
  8. 8. The Ageing Society and Health Lifestyle Related conditions require serious intervention to change behaviour
  9. 9. The Challenges and the Role of Technology in Health and Wellbeing ● We need to influence lifestyle behaviours as early as possible to avoid health problems in later life ● We need to incentivise all ages and generations to better exercise and eating habits ● We need to create the best possible social, political, economic and environmental conditions to support healthy living ● We need to harness the power of technology to educate and develop the right skills for 21st century living ● We need to balance technology with humanity
  10. 10. The Past, Present and Future of Learning Impact of Technology on Society and Health How we Learn What we Learn Who we Learn from
  11. 11. Education Scenario in the 1960s ● Knowledge and skills acquired from human beings ● Competence periodically assessed and recorded by human beings ● Knowledge and curriculum rarely changed ● Learning stopped at University followed by job training ● Students prepared for a career for life ● Students channeled into a discipline ● Hierarchical society with career progression based on experience ● University degree guarantees job
  12. 12. Role of Teachers in 1960s ● Transfer knowledge ● Apply discipline ● Prepare for exams ● Assess students ● Provide feedback ● Inspire and Motivate ● Coach and Mentor
  13. 13. How do we Learn ? If we need to know something we call on the services of a subject matter expert
  14. 14. Which Expert Shall We Ask ? Will they know ? Are they available ? Can I trust them ? How much will it cost ? Today the expert available 24/7 with quick access is the Search Engine
  15. 15. 1950’s
  16. 16. 1990’s
  17. 17. The Millennium Virtual Classrooms
  18. 18. 2010’s MOOCs
  19. 19. Benefits of Computer Based Education ● Cost Effective ● Always accessible ● Consistent answers ● Hyperlink connections to more detail ● Massive pool of knowledge ● Global Reach The focus of 1st generation CBT is on knowledge transfer and access to information
  20. 20. Is this Enough ? Digital Natives demand and need more than instant access to knowledge
  21. 21. Teach me to Swim Learning by doing – immersive experiences
  22. 22. Flight Simulation
  23. 23. Simulating Medical Conditions Commercial games company skills applied to medicine
  24. 24. Simulating Medical Conditions Commercial games company skills applied to medicine
  25. 25. The Process Involved Realism limited by the power of available technologies
  26. 26. Patient Rescue Training Junior Doctors in A&E to recognise conditions and visualise outcomes
  27. 27. Mixed Reality Using physical objects in virtual training
  28. 28. Benefits of Immersive E-Learning ● Safe learning environment ● Cost / Practicality of real-life scenarios ● Rare conditions and events ● Learner engagement ● Debriefing opportunities from recorded training sessions ● Knowledge transfer from expert practitioners ● Tracking and Recording of Learner progress 2nd Generation Immersive Experiential Learning by doing goes beyond knowledge transfer and helps to shape understanding of cause and effect
  29. 29. Types of Immersive E-Learning ● Virtual Classrooms ● Serious Games ● Virtual Worlds ● Simulations ● Virtual Reality and Augmented Reality
  30. 30. Smart E-Hospital Gamified Immersive Training in a 3D virtual hospital
  31. 31. Integrating Real/Virtual Worlds Datascape Virtual Control Room Environment to visualise real data streams
  32. 32. Personalised Learning Personalised learning is not just applications tailored to the demographics of the learner but the use of technology to intelligently adapt to the learner situation
  33. 33. What food has high protein ? Next Generation E-Learning will be adaptive and personalised
  34. 34. Enabling / Disruptive Technologies and Future Learning ● Virtual Reality ● Augmented / Mixed Reality ● Sensors / Internet of things ● Artificial intelligence ● Machine Learning ● Robotics ● Cloud Computing ● Wireless Broadband ● Mobile Devices ● Natural interface devices ● Big Data Analytics ● Data Visualisation ● Holographics ● 3D Imaging ● 3D printing ● Smart Coaching
  35. 35. Immersive Imaging / VR
  36. 36. What shall we Learn ?
  37. 37. What training is needed for this Job? ● Extremely responsible and demanding ● Requires communication and teamwork ● High level of skill and technical knowledge ● Responsible for lives of hundreds of people every day ● In charge of expensive machinery ● Mistakes could cost lives and money
  38. 38. Which Profession ? Many expert jobs done by humans today will be done by machines tomorrow !
  39. 39. Intelligent Machines I love both cars but which do I rely on?
  40. 40. Robotics Example Technology empowering ordinary people to do extraordinary things
  41. 41. Who Painted This ? Technology can do many things better and faster than humans in health, finance and access to knowledge
  42. 42. Education Scenario in the 21st Century ● Knowledge and skills acquired from interactive technology ● Competence continuously assessed and recorded by technology ● Knowledge and curriculum change rapidly ● Lifelong learning and development essential ● Students prepared for life with many career changes ● Students become multi-disciplinary ● Network society with career progression based on enterprise and relationships ● University degree no guarantee of a job
  43. 43. What shall we Learn ? Future teaching will focus on vocations, personal attributes and competences which cannot be done by machines e.g. creativity, innovation, manual dexterity, personal relationships
  44. 44. Whom shall we learn from ? Human Beings inspire, motivate, influence and shape our lives
  45. 45. The Human Factor Leicester City Football Club achieved a success against odds of 5,000/1 (less likely than finding Elvis Presley or the Loch Ness Monster) Their whole team cost less than £30M They succeeded by working together to a common vision inspired by their coach and now they have inspired millions of others to believe in the dream
  46. 46. Whom shall we Learn From? Human Beings are Role Models, Guides, Coaches, Mentors Personal Relationships with Human Beings make us what we are.
  47. 47. Conclusions for Education ● Disruptive technologies will displace many jobs currently done by humans ● Teachers are already changing their role in society from knowledge dissemination to coaching and mentoring ● Higher Education is no longer a guarantee of employment ● Future economies will need those essentially human qualities such as innovation, creativity, caring and inspiring ● Vocational training will become a primary focus in national education strategies
  48. 48. The Ageing Society and Health Lifestyle Related conditions require serious intervention to change behaviour
  49. 49. Possible Solutions ● Develop clinical solutions that prevent or manage these conditions or ● Influence industry and citizens through public policy interventions or ● Develop better personal health management solutions and practices 49
  50. 50. Clinical Solutions 50
  51. 51. Public Policy Interventions Taxes & Legislation 51
  52. 52. Public Policy Interventions Awareness and Education 52
  53. 53. Better Personal Health Management 53
  54. 54. Which is the Best Solution? Who will Provide the Solution? 54 Medical Professionals or Politicians or Citizens?
  55. 55. The Message Lifestyle Related Conditions are the most important cause of premature death and actions which influence healthy lifestyles should be adopted as early as possible in your life
  56. 56. The Transition from Cure to Prevention It’s quite clear that the best chance we have for increasing our life spans and overall improving our health is to adjust our personal behaviours and to do so at an early age. 56
  57. 57. The Problem of the Spectator Society 57 Spectators observe but do not get involved in influencing outcomes - they expect others to make interventions and solve problems
  58. 58. The Spectator Society 58 Impact of Technology on our Locus of Control ? Spectator Leader / Coach Player Fan
  59. 59. Changing Lifestyles and Consumer Empowerment One of the consequences of this convenient and easy access to our daily wants and needs is a decline in the physical and mental challenges necessary for our lifelong development and health maintenance
  60. 60. What can be Done ? The consequences of a failure to address these challenges are unthinkable…..
  61. 61. Gamification, Technology and Health Leveraging Disruptive Technology to Address Global Challenges
  62. 62. Personal Case Study
  63. 63. An Approach for Better Personal Health Gamification Enabling Technologies
  64. 64. Internet of Things & Sensors Biosensor technologies, Cloud computing, big data analytics, data visualisation and mobile apps will transform personal health management
  65. 65. Conclusion for Public Health ● Transfer of knowledge and information about exercise and diet is not enough to sustain lifestyle changes ● Wearable technologies providing data about our health are not enough to sustain lifestyle changes ● A combination of human factors (Gamification) and sensor technologies can sustain lifestyle changes ● Sustainable public health services will only be possible with better citizen engagement in personal health management (and responsibility) for all ages.
  66. 66. It’s Life Jim but not as we know it !!!
  67. 67. Control the Future (or it might control YOU !!) Humans once used their skill and Intelligence to harness the potential of technology Now machines use their intelligence to harness the potential of humans
  68. 68. Any Questions ?
  69. 69. Gamified Well-Being for All Ages UPSI Gamification Seminar Malaysia David Wortley

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