Gamification Unplugged: Lessons for Learning Design
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. 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
13. • “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)
15. New Media Literacies (Jenkins)
Performance Play Simulation
Appropriation Multitasking
Distributed
Cognition
Collective
Intelligence
Judgment Networking
Transmedia
Navigation
Negotiation
http://www.newmedialiteracies.org/
16. Play: The ability to capacity to experiment and
explore various solutions to problems.
http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct
17. Performance: The capacity to embrace new
identities and to explore and discover new worlds.
http://tinyurl.com/nay45jq
18. Multitasking: The ability to engage in multiple
scans simultaneously.
http://tinyurl.com/owwgg3t
http://tinyurl.com/owyz8ar
19. Judgment: The ability to access, evaluate and
decide on the use of various sources of information.
http://tinyurl.com/otgggjx
23. 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/
24. Game Affordances – Good Pedagogy
•Motivation
•Multimodal
•Engagement
•Competition
•Collaboration
•Interaction
•Feedback
•Levels
•Adaptation
•Assessment
http://www.questatlantis.org/
45. 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
46. 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