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Gamification Unplugged: Lessons for Learning Design
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
9.
21st Century Skills
Collaboration
Konwledge
Construction
Use ICT
Reflection Communication
Problem
Solving
Global
Citizenship
Critical
Thinking
Creativity
11.
What does this mean for
teaching and learning?
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.
New Media Literacies (Jenkins)
Performance Play Simulation
Appropriation Multitasking
Distributed
Cognition
Collective
Intelligence
Judgment Networking
Transmedia
Navigation
Negotiation
http://www.newmedialiteracies.org/
14.
Play: The ability to capacity to experiment and
explore various solutions to problems.
http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct
15.
Performance: The capacity to embrace new
identities and to explore and discover new worlds.
http://tinyurl.com/nay45jq
16.
Multitasking: The ability to engage in multiple
scans simultaneously.
http://tinyurl.com/owwgg3t
http://tinyurl.com/owyz8ar
17.
Judgment: The ability to access, evaluate and
decide on the use of various sources of information.
http://tinyurl.com/otgggjx
18.
Important Developments in Educational
Technology in European Schools
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.
Game Affordances – Good Pedagogy
•Motivation
•Multimodal
•Engagement
•Competition
•Collaboration
•Interaction
•Feedback
•Levels
•Adaptation
•Assessment
http://www.questatlantis.org/
37.
Gamification of Education – Teacher Training
http://atlantisremixed.org/
38.
Καταμέτρηση μέσω εναέριας
παρακολούθησης
Δημιουργία κατάλληλου
συνδυασμού προϊόντων
Παροχή βοήθειας
Ανασύσταση κοινωνίαςΠομπή φορτηγώνΑγορά τροφίμων
World Food Program – Food Force
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.
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