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Gamification Unplugged: Lessons for Learning Design

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Gamification Unplugged: Lessons for Learning Designf
Presentation given as keynote at the VocTel 2015 conference in Athens, June 17, 2015.

Gamification Unplugged: Lessons for Learning Designf
Presentation given as keynote at the VocTel 2015 conference in Athens, June 17, 2015.

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Gamification Unplugged: Lessons for Learning Design

  1. 1. Gamification Unplugged: Lessons for Learning Design Charalambos Vrasidas Executive Director, CARDET Associate Dean for e-learning, University of Nicosia http://www.slideshare.net/pambos/gamification-unplugged-lessons-for-learning-design www.vrasidas.com www.cardet.org pambos@cardet.org
  2. 2. Summary • Good games encapsulate all we know about how humans learn and interact. • Adopting games and gamification principles in education is not easy but has huge potential
  3. 3. textbookofbacteriology.net
  4. 4. http://www.flickr.com/photos/cisco_pics/5370519792/lightbox/
  5. 5. Can education innovate?
  6. 6. http://tinyurl.com/ygbrbpl http://tinyurl.com/bvzafu8
  7. 7. Challenges Engagement Interaction Authenticticy Needs Knowledge Information 21st Century Skills
  8. 8. http://atc21s.org/
  9. 9. 21st Century Skills Collaboration Konwledge Construction Use ICT Reflection Communication Problem Solving Global Citizenship Critical Thinking Creativity
  10. 10. https://pbs.twimg.com/media/CEbKM5lUMAAPUv3.jpg:large
  11. 11. What does this mean for teaching and learning?
  12. 12. • “Literacy as I am using the term is definitely a skill. But solitary skills are not enough today. Literacy now means skill plus social competency in using that skill collaboratively” – (Rheingold, 2013, p. 4)
  13. 13. New Media Literacies (Jenkins) Performance Play Simulation Appropriation Multitasking Distributed Cognition Collective Intelligence Judgment Networking Transmedia Navigation Negotiation http://www.newmedialiteracies.org/
  14. 14. Play: The ability to capacity to experiment and explore various solutions to problems. http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct
  15. 15. Performance: The capacity to embrace new identities and to explore and discover new worlds. http://tinyurl.com/nay45jq
  16. 16. Multitasking: The ability to engage in multiple scans simultaneously. http://tinyurl.com/owwgg3t http://tinyurl.com/owyz8ar
  17. 17. Judgment: The ability to access, evaluate and decide on the use of various sources of information. http://tinyurl.com/otgggjx
  18. 18. Important Developments in Educational Technology in European Schools
  19. 19. http://www.digitaltrends.com http://tinyurl.com/a2cxtcq
  20. 20. Source: Debating Europe
  21. 21. Game Stats from the U.S. • 58% of Americans play video games • Average age of players: 30 • 62% of all gamers are adults • 68% are above 18 and older • 77% of gamers play at least one hour a week • 36% play games on their smart phone • 79 percent of parents place time limits on video game playing, compared with 78 percent who limit Internet usage and 72 percent who limit TV viewing http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/
  22. 22. Game Affordances – Good Pedagogy •Motivation •Multimodal •Engagement •Competition •Collaboration •Interaction •Feedback •Levels •Adaptation •Assessment http://www.questatlantis.org/
  23. 23. Games are FUN!
  24. 24. FLOW (Csikszentmihalyi, 1990, 1997; Csikszentmihalyi & Csikszentmihalyi, 1988; Yerasimou, 2011).
  25. 25. Improved Skills • Multitasking • Problem Solving • Collaboration • Leadership • Strategy
  26. 26. Gamification
  27. 27. One of the earliest examples of gamification…
  28. 28. http://tinyurl.com/cprprsb
  29. 29. http://tinyurl.com/d3t7nrl
  30. 30. iStockPhoto.com http://tinyurl.com/4c6qvfu
  31. 31. Used Daily by Good Teachers https://sites.google.com/site/kelbrooks/
  32. 32. The context of use matters… GAME Rules Structure Interaction levels feedback Aims
  33. 33. Ananth Pai: Gamifying the Classroom http://tinyurl.com/b9pqlgf
  34. 34. 37
  35. 35. 38 http://e-reflect.wix.com/e-reflect
  36. 36. http://boysreading.org
  37. 37. Gamification of Education – Teacher Training http://atlantisremixed.org/
  38. 38. Καταμέτρηση μέσω εναέριας παρακολούθησης Δημιουργία κατάλληλου συνδυασμού προϊόντων Παροχή βοήθειας Ανασύσταση κοινωνίαςΠομπή φορτηγώνΑγορά τροφίμων World Food Program – Food Force
  39. 39. http://www.play2prevent.org
  40. 40. Opportunities Engaging and motivating environment Represents all we know about learning Knowledge construction Authentic Contexts Better understanding of the role of the teacher Knowledge transfer – in real classroom Challenges Language, content Time, Curriculum, Assessment Teacher PD Technology issues Education Culture
  41. 41. Gamification Unplugged: Lessons for Learning Design Charalambos Vrasidas Executive Director, CARDET Associate Dean for e-learning, University of Nicosia www.vrasidas.com www.cardet.org pambos@cardet.org

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