The Education Game
Using Gamification in the Classroom
Abstract
Modern Classroom Education faces many unprecedented challenges and opportunities as a result of rapid developments in digital communication technologies since the birth of the Internet in the early 1990s. Since that time, the generation of students known as "Digital Natives" have been born into a world where desktop and home computers are commonplace, video games are available in homes as well as arcades and mobile phones are becoming ubquitous. As a consequence, for the first time in history, children have access to electronic devices which they can explore and interact with, sharing their experiences and problems with their peers.
This presentation examines the impact of digital technologies on teaching roles and practices in the classroom and illustrates how the concept of "Gamification" can provide a modern day solution to traditional teaching best practices.
2. Are Teachers an Endangered Species?
2
Teachers were the Biggest Influence in many
people's lives
3. Education Game Rules (1965)
• Teachers have knowledge and power
• Students learn facts and remember them
• Get a degree and get a job
• Be the same as everybody but faster and
better
• Get a career and a job for life
3
6. Big Changes in Society
Who is the Expert?
Where do you go to find the information you need?
7. Big Changes in Society
Traditional Hierarchy Today’s Network
Knowledge Professionals in all sectors of business and society
are affected by today’s disruptive technologies
11. 11
Global Challenge – Education
Expectations of Generation Q Digital Natives
● Early exposure to
interactive technology
● Engagement in video
games
● Easy access to
information
● Rejection of traditional
teaching methods
18. What is Gamification?
It is not the same as a Game !!!!
Gamification is the use of the same psychologies and mechanics that
are found in games in everyday life activities
30. Acceptance of Personal Responsibility
30
Balancing Rights and Responsibilities
in the Digital Society
31. Conclusions
• Education is in revolution not evolution
• Paradigm shift to self directed peer to peer
learning
• Gamification and games mechanics provide the
challenges to engage and foster development
• Technology has provided the problems but can
also deliver the solutions
31
32. The Goal of Education
Developing Responsible Future Citizens?
32
33. Education Game Rules (2015)
• Computers have information and power
• Teachers have life experience and have to earn
authority
• Students need life skills for today's world
• Be the same as everybody but different
• Creativity, collaboration and innovation are key
• Expect to change jobs frequently
• Focus on being a human not a machine 33
34. Are Teachers an Endangered Species?
34
Teachers shape the Future of Society