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PRESENTAZIONE PAPER

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PRESENTAZIONE PAPER

  1. 1. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 Dr. GIUSEPPE GALETTA PhD Candidate in Psychology of Arts and Creativity Department of Humanities and Social Sciences University of Cassino and Southern Lazio, Italy e-mail: giuseppe.galetta@unicas.it The Gamification: Applications and Developments for Creativity and Education. 0 Dr. GIUSEPPE GALETTA PhD Candidate
  2. 2. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. What is Gamification? Gamification is the use of game practices in non-gaming contexts and the application of “Game Thinking” to the real life in order to influence behaviour, stimulate engagement and increase motivation in performing a task or achieving a goal. 1 Dr. GIUSEPPE GALETTA PhD Candidate
  3. 3. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. How did the Gamification develop? Desktop Metaphor WYSIWYG Video Games Graphics Virtual Reality Cibernetics 2 Dr. GIUSEPPE GALETTA PhD Candidate
  4. 4. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. What about the Gamification today? Smartphone Tablet Social Network Viral Games 3 Dr. GIUSEPPE GALETTA PhD Candidate
  5. 5. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Theoretic Contaminations. Game Theory Social Learning Theory Behaviourism Stimulus/ Response Model 4 Dr. GIUSEPPE GALETTA PhD Candidate
  6. 6. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. The Game Setting. Mission Challenge Achievement Goal Rules Progress System: score boards status bars counters leaderboards Reward & Incentive: points, credits badges Community Collaboration TimeLimit/Deadline Long-TermObjectives 5 Dr. GIUSEPPE GALETTA PhD Candidate
  7. 7. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. When we're playing games, we're not suffering! Stress reduction Better concentration Positive attention Learning improvement New ideas stimulation Self-correction Gratification 6 Dr. GIUSEPPE GALETTA PhD Candidate
  8. 8. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. The aim of the Study. To demonstrate that the use of Game Dynamics and Mechanics in non-gaming contexts changes the individual behavior inducing engagement and motivation, stimulating Creativity and ideas generation, improving learning processes and knowledge diffusion, producing instant feedbacks and measurable results. 7 Dr. GIUSEPPE GALETTA PhD Candidate
  9. 9. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Materials and Method. The investigation method is based on the scenario analysis supported by data available online: the Gamification is generally implemented in a digital environment, because Technology is the main driver of the diffusion of “Game Thinking” in real life. 8 Dr. GIUSEPPE GALETTA PhD Candidate
  10. 10. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. The Scenario. Game applications Game devices/tools Game contexts User experience Game interaction User satisfaction Storytelling script/plot Virality Social diffusion Psycho influence Metrics Analytics 9 Dr. GIUSEPPE GALETTA PhD Candidate
  11. 11. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Material of Analysis. Facebook Social Games Cityville Farmville Social Applications Serious Games Foursquare Linkedin Health Month Taskville Home Gaming Devices Wii Remote Move - Kinect 10 Dr. GIUSEPPE GALETTA PhD Candidate
  12. 12. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Results. Game Dynamics and Mechanics: ► Activate the user interest. ► Motivate the choices in decision making. ► Stimulate creative insight in problem solving. ► Reduce the “creative block”. ► Activate the ideas generation. ► Increase decision making activities. ► Predict future scenarios. ► Transfer know-how and social knowledge. ► Develop individual skills. ► Build communities. 11 Dr. GIUSEPPE GALETTA PhD Candidate
  13. 13. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Active Stimuli. ► Reward. ► “Loss avoidance”. ► Punishment. ► Adventurous/hazardous storytelling . ► “Magic circle”. ► Competition. ► Failure. ► Sharing (crowdsourcing/peer to peer). ► Community collaboration (“Wiki” mode). ► Feedbacks and measurable results. ► “Behavioural momentum”. 12 Dr. GIUSEPPE GALETTA PhD Candidate
  14. 14. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Conclusions. 13 Dr. GIUSEPPE GALETTA PhD Candidate Learning by doing Learning by playing Gamified Knowledge
  15. 15. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. 14 Dr. GIUSEPPE GALETTA PhD Candidate Gamified Knowledge. Networked Shared Responsive Customized Measurable Self-Growing

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