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Gamification in Learning Environments

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Introduction to the concept of gamification, a discussion with a Minecraft expert, and a case study of the Velvet Throne gamification of a TAFE Certificate III and IV in Digital Media. Presented to WSI Institute of TAFE on December 4th 2014.

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Gamification in Learning Environments

  1. 1. Gamification in Learning Environments WSI December 2014
  2. 2. Games are engaging!
  3. 3. Minecraft players are motivated by: Player Needs ● Choice / Creativity ● Challenge / Obstacles ‘It’s no fun without the Zombies” ● Sharing ideas and learning with friends ● Showing off their work online ● Group games / roleplay ● Autonomy and Mastery
  4. 4. Teacher Challenges: ● I have to repeat myself - I wish they would listen (and turn up on time) ● I wish I had more time to spend with Business each student at the level needs they need ● So much paperwork reduces my teaching time ● Why don’t they ask me when they need help? ● I don’t have enough time to assess them properly
  5. 5. Alignment Minecraft players are motivated by: ● Choice / Creativity ● Challenge/ Obstacles ‘It’s no fun without the Zombies” ● Sharing ideas and learning with friends ● Showing off their work online ● Group games / roleplay ● Autonomy and Mastery Teacher Challenges: ● I have to repeat myself, I wish they would listen ● I wish I had more time to spend with each student, at the level they need ● So much paperwork reduces my teaching time ● Why don’t they ask me when they need help? ● I don’t have enough time to assess them properly Simulated Workplace Roleplay Observation Holistic Assessment Formative Assessment Portfolios Self Assessment Peer Support Online Forums Project Based Learning Flexible Assessments Feedback Status, Access, Power Badges, Points,
  6. 6. Smartphones & Social Media
  7. 7. Educational Technology Solutions ● Google Community (Groups) ● Google Forms (Feedback, Surveys) ● Google Documents (Collaboration) ● Google Sites (Free Portfolios) ● Moodle LMS (Badges) ● Free browser-based web apps (WeVideo.com) and lots of sticky notes
  8. 8. Single Sign on to multiple services
  9. 9. Tasks, Events and SMS Notifications
  10. 10. Collaborative cloud documents
  11. 11. +Google Community
  12. 12. Daily Summaries
  13. 13. Class Absences
  14. 14. Sharing Work
  15. 15. Cats and silly stuff
  16. 16. Working above & beyond
  17. 17. Student Support
  18. 18. Educational Technology Solutions ● Google Community (Private) ● Google Forms ● Google Documents ● Google Sites (Free portfolios) ● Moodle LMS (Badges) ● Free browser based web apps (WeVideo.com) and lots of sticky notes
  19. 19. Acting (Competitive) Killers (socially dominant) Achievers Interacting (Collaborative) Players (People) Socialisers Motivations: Bartle Player Stereotypes Explorers
  20. 20. Which activity BEST suits your player type? Acting (Competitive) Killers (socially dominant) Socialisers Interacting (Collaborative) Players (People) Quiz - Multiple choice Assignments - Write Essay Chat - Interview Forum - online debate Forum asynchronous discussion Lesson pathways of learning Glossary - define concepts Database - collect info Workshop - peer assessment Wiki - collect info Online survey: www.bit.ly/bartlex Achievers Explorers
  21. 21. Moodle for motivation toolguide www.bit.ly/mfm2013
  22. 22. Which House will become the noble family to rule over all of Tareesteros? Guilds ● Movie Makers ● Photographers ● Game Design ● 2D animation ● 3D animation ● Sound Editing ● Visual Design ● Coding Houses ● House of Martel ● House of Blue Phoenix ● House of Nomadic Bastards ● House of Aldmers
  23. 23. Houses These are friendship based groups of 4 - 5 people. Attendance and participation is rewarded through points or group voting on best product. Each week one house is declared the winner based on total points of individuals plus house points earned. Achievements are offered to encourage teamwork, eg - Supportive - Positive Feedback - Originality Guilds Guilds are skilled-based groups. There are 1 - 3 nominated Guild leaders for each skill. Each learner chooses their own area of speciality. They collect resources, provide demonstrations and support other people to improve their skills in this area. Badges are provided as Master or Mentor levels in each Guild. Which House will become the noble family to rule over all of Tareesteros?
  24. 24. This classroom gamification project aims to increase engagement in class activities, attendance, confidence to continue learning, and increase completion rates for a qualification in Certificate III /IV in Digital Media. The students are mainly young men 17 - 22 with a few mature age students. The average completion rates for VET (TAFE) courses is 32%. In smaller regional towns this figure drops even lower.
  25. 25. Expectations 1) Show respect 2) If your mobile phone distracts other learners you will be asked to keep it on silent 3) Listen to other people’s opinion 4) Contribute to group activities 5) Offer assistance to other students 6) Boost people's confidence, we are all here to learn 7) Please consider your fellow classmates and shower and wear deodorant Flaying 1) Smelly feet - keep your shoes on please 2) Swearing at other villagers 3) Criticizing (Unless someone has asked your opinion) 4) Late back from breaks , so others can’t learn 5) Not putting your rubbish in the bin and cleaning up crumbs 6) Negativity 7) Bullying of students or the teacher 8) Discrimination and harassment 9) Stealing content and ideas without referencing 10) Pathetic excuses 11) Distracting other students (see TAFE policies) 12) Misuse of the Internet and computers (see TAFE policies) Laws of the realm
  26. 26. Team work achievements Collect at least one of each achievement to earn a Masters badge 1. Timekeeper 2. Note taker 3. Observer 4. Leader 5. Empowerer 6. Presenter Individual Achievements 1. Media Management (Good naming and being organised) 2. The Discoverer (For finding something awesome and sharing it) 3. The Night’s watch (For after hours activities) 4. Mother Earth (Sustainable practice) 5. Inspector (Safe workplace) 6. The Explorer (Going where no man has gone before) The Cards of Fate
  27. 27. Each Guild is given a learning space on Moodle LMS to collect info. They become the mentors for other learners in this area. Two levels of badges can be earned: Master or Mentor. These badges can be exported to an individual’s backpack to display online. We printed hardcopy versions too at student request. These badges match up to units on specific media topics: Website Design, 2D Animation, Audio.
  28. 28. Moodle configured as a gamification platform: www.truth-or-dare.org
  29. 29. A final award ceremony was held to announce the winning house who will rule over Tareesteros. We recorded this event on a video which you can find on the Velvet Throne showcase, along with links to student portfolios, and work samples. www.bit.ly/tafeshowcase
  30. 30. Final survey results Gamification had a positive effect on 1. Successful completion of a TAFE qualification (12/20 this year - about < 50%?), 2. Confidence to continue studies and desire to keep learning 3. Participation in activities and attendance My reflections 1. Fairness, negotiation and being explicit eg final week / winner 2. People are proud of what they have achieved, rather than feeling like a failure 3. Quantifying contributions made me aware of how hard we push students to meet performance standards consistently. It would be better to work with the rhythms - they are exhausted late in the day / week / term/
  31. 31. You are welcome to keep in contact

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