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The Education Game

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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.

Published in: Education
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The Education Game

  1. 1. The Education Game Using Gamification in the Classroom Thaisim 2015 David Wortley GAETSS
  2. 2. Are Teachers an Endangered Species? 2 Teachers were the Biggest Influence in many people's lives
  3. 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
  4. 4. Then and Now 4
  5. 5. Gen Q – Digital Natives Technology is a Game
  6. 6. Big Changes in Society Who is the Expert? Where do you go to find the information you need?
  7. 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
  8. 8. Prosumer Phenomenon 8 We are all Knowledge Professionals
  9. 9. Attention Economy 9
  10. 10. Entertain Me? Shifting Expectations ?
  11. 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
  12. 12. Teachers as Mentors Teacher – Pupil Relationship is Critical
  13. 13. Games and Gamification Games deliver Learning and Development
  14. 14. 14 RealProperty - Real Life Game All Life Games involve relationships
  15. 15. 15 Insurance - Real Life Game Win-Win Relationships
  16. 16. 16 Used Car Sales - Real Life Game Disruptive Technologies bring Transparency
  17. 17. The Education Game Competition or Collaboration Who has the Winning Hand?
  18. 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
  19. 19. What is Gamification? Every Human Activity can be Viewed as a Game !!
  20. 20. The Gamification Lens Strategist Tactician Motivator Coach Skill Ability Motivation Self-Esteem Loyalty Passion Engagement Support Interest Awareness Knowledge Unaware Independent Self-sufficient Growing Influence and Ability to Achieve Goals
  21. 21. Gamification is a Life Skill Gamification and the ability/motivation to Gamify is embedded in the genetic make up of every living creature.
  22. 22. Gamification Elements Scenarios/Narratives Challenges Rules Chance/Uncertainty Risks Rewards/Incentives Penalties Competition Exploration Success/Achievement Failure Discovery Leaderboards Learning Development Skill/Ability Action/Reaction Measurement Feedback Reflection Gamification introduces some or all of these elements into everyday situations
  23. 23. Leaders are Masters of Gamification 23 Teachers should be Leaders not Bosses !
  24. 24. Gamification in the Classroom Scenarios/Narratives Challenges Rules Chance/Uncertainty Risks Rewards/Incentives Penalties Competition Exploration Success/Achievement Failure Discovery Leaderboards Learning Development Skill/Ability Action/Reaction Measurement Feedback Reflection
  25. 25. Education Game Example 25 UNO (or other playing cards) can easily be used to set challenges, build teams and introduce chance
  26. 26. Use Students as Teachers 26 Select students (or teams) at random to research and teach the class
  27. 27. Gamification and Learning and Development 27 Gamification techniques for adaptive and personalised challenges and continuous assessment
  28. 28. Win-Win Relationships We live in a fast changing world where collaborative relationships are vital
  29. 29. Building the Future Together 29
  30. 30. Acceptance of Personal Responsibility 30 Balancing Rights and Responsibilities in the Digital Society
  31. 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. 32. The Goal of Education Developing Responsible Future Citizens? 32
  33. 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. 34. Are Teachers an Endangered Species? 34 Teachers shape the Future of Society
  35. 35. www.gadgetstogodbook.com Technology and Society
  36. 36. Thanks for Listening Any Questions?

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