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Educational Technology
           PRESENTS
   Educational Gaming And Lottery
INTRODUCTION

   Educational Games are being used by many
    different people. Parents buy games for their
    children, teachers find games online that
    address the content they are focusing
    on, and many students find these
    environments engaging and worthwhile.
DESIGN AND IMPLEMENTATION OF
EDUCATIONAL GAMES:
   Theoretical and Practical Perspectives
    researches how to meet this need by
    effectively engaging the learner while
    keeping learning integral and still creating an
    enjoyable experience for the user.
   In Teaching, we always
    have a question at the back
    of our mind.
   “How are we going to
    sustain the interests and
    attentions of our students?”
In education, gaming is
  part of the learning
  process. Research
  shows that through
  gaming tasks, students
  are able to absorb
  more quickly the
  lessons content likely
  because of the reason
  that they enjoy what
  they are doing.
    Using games in a meaningful way within
lessons depended far more on the effective
use of existing teaching skills than it did on
the development of any new, game-related
skills.
 Far from being sidelined, teachers were
required to take a central role in scaffolding
and supporting students’ learning through
games.

Gaming
And
Lottery in
Education
?
WHAT DOES LOTTERY HAVE TO DO IN
EDUCATION?
 A lottery, is a game of chance in which people
  pay for the opportunity to win prizes.
 In Education, teachers are able to implement
  their lessons by taking the chance like the
  lottery has. Instead of money, the learning
  outcomes is the best prize a teacher could ever
  get from her students.
 It all depends on the types of approaches the
  teacher will use in order to get the necessary
  outcomes.
 Marie Bjerede is a writer, speaker, and
  champion for education transformation. She
  believes people acting as independent
  agents can collaborate to get more done and
  live happier lives.
 According to her there are 3 levels of notion
  of gamification as applied to education.
THREE GAME CHARACTERISTICS THAT CAN BE
APPLIED TO EDUCATION




     Level 1:      Level 2:      Level 3:
   Leveling up      Group
   or questing   Collaboration    Play
LEVEL 1: LEVELING UP OR QUESTING
   The first level is one where leveling, questing, and
    leaderboards can help motivate students to engage
    more with their schoolwork. Like a gamer who
    chooses his or her own path and pace to “level up,”
    a student will choose his or her own path and pace
    to learn a standard curriculum and be able to prove
    advancement to that next level through
    performance on tests.
LEVEL 2: GROUP COLLABORATION
   The second level is more like the World of Warcraft
    gameplay called “raiding” — group collaboration to
    achieve a shared goal. In Warcraft, that could
    involve downing a boss while in school it could be a
    collaboration on a book about local ecology. To the
    degree that work (or play) happens digitally, leaders
    (or teachers) can get rich insight into everyone’s
    contributions and participation.
LEVEL 3: PLAY
   The third level is less like traditional gamification
    and more about play. Rather than using Warcraft
    dynamics, it focuses on open-ended exploration —
    more like the game Minecraft. It already shows up
    in education through inquiry and the arts, and is
    more focused on developing questions than finding
    answers.
THE PURPOSE OF GAMING AND LOTTERY IN
TEACHING
   Its main purpose is to help people get from point A to
    point B in their lives — whether that’s viewed through the lens
    of
    personal growth, societal improvement or marketing
    engagement. We all have the intrinsic desire to be the best
    possible people we can be, and to make the world in our image
    of its maximum potential.
    However, most of us lack the systems thinking (and discipline)
    required to get to that goal. What games do well is expose
    complex,learnable systems that users can engage with to
    achieve personal mastery — and thus accomplish something
    aspirational.
 Our Resources are the following:
 http://www.nestafuturelab.org/research/teachi
  ngwithgames.htm
 www.google.com

 www.wikianswers.com
Thank You For Watching!
GROUP 4 MEMBERS

 Dacian, Rachelle
 Estrada, Alexis

 Estefani, Mary Grace

 Culaway, Rachel

 Dollete, Ma. Ruffa

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Chelle

  • 2. Educational Gaming And Lottery
  • 3. INTRODUCTION  Educational Games are being used by many different people. Parents buy games for their children, teachers find games online that address the content they are focusing on, and many students find these environments engaging and worthwhile.
  • 4. DESIGN AND IMPLEMENTATION OF EDUCATIONAL GAMES:  Theoretical and Practical Perspectives researches how to meet this need by effectively engaging the learner while keeping learning integral and still creating an enjoyable experience for the user.
  • 5. In Teaching, we always have a question at the back of our mind.  “How are we going to sustain the interests and attentions of our students?”
  • 6. In education, gaming is part of the learning process. Research shows that through gaming tasks, students are able to absorb more quickly the lessons content likely because of the reason that they enjoy what they are doing.
  • 7. Using games in a meaningful way within lessons depended far more on the effective use of existing teaching skills than it did on the development of any new, game-related skills.  Far from being sidelined, teachers were required to take a central role in scaffolding and supporting students’ learning through games.
  • 9. WHAT DOES LOTTERY HAVE TO DO IN EDUCATION?  A lottery, is a game of chance in which people pay for the opportunity to win prizes.  In Education, teachers are able to implement their lessons by taking the chance like the lottery has. Instead of money, the learning outcomes is the best prize a teacher could ever get from her students.  It all depends on the types of approaches the teacher will use in order to get the necessary outcomes.
  • 10.  Marie Bjerede is a writer, speaker, and champion for education transformation. She believes people acting as independent agents can collaborate to get more done and live happier lives.  According to her there are 3 levels of notion of gamification as applied to education.
  • 11. THREE GAME CHARACTERISTICS THAT CAN BE APPLIED TO EDUCATION Level 1: Level 2: Level 3: Leveling up Group or questing Collaboration Play
  • 12. LEVEL 1: LEVELING UP OR QUESTING  The first level is one where leveling, questing, and leaderboards can help motivate students to engage more with their schoolwork. Like a gamer who chooses his or her own path and pace to “level up,” a student will choose his or her own path and pace to learn a standard curriculum and be able to prove advancement to that next level through performance on tests.
  • 13. LEVEL 2: GROUP COLLABORATION  The second level is more like the World of Warcraft gameplay called “raiding” — group collaboration to achieve a shared goal. In Warcraft, that could involve downing a boss while in school it could be a collaboration on a book about local ecology. To the degree that work (or play) happens digitally, leaders (or teachers) can get rich insight into everyone’s contributions and participation.
  • 14. LEVEL 3: PLAY  The third level is less like traditional gamification and more about play. Rather than using Warcraft dynamics, it focuses on open-ended exploration — more like the game Minecraft. It already shows up in education through inquiry and the arts, and is more focused on developing questions than finding answers.
  • 15. THE PURPOSE OF GAMING AND LOTTERY IN TEACHING  Its main purpose is to help people get from point A to point B in their lives — whether that’s viewed through the lens of personal growth, societal improvement or marketing engagement. We all have the intrinsic desire to be the best possible people we can be, and to make the world in our image of its maximum potential. However, most of us lack the systems thinking (and discipline) required to get to that goal. What games do well is expose complex,learnable systems that users can engage with to achieve personal mastery — and thus accomplish something aspirational.
  • 16.  Our Resources are the following:  http://www.nestafuturelab.org/research/teachi ngwithgames.htm  www.google.com  www.wikianswers.com
  • 17. Thank You For Watching!
  • 18. GROUP 4 MEMBERS  Dacian, Rachelle  Estrada, Alexis  Estefani, Mary Grace  Culaway, Rachel  Dollete, Ma. Ruffa