Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Presentation of Dr. Orna Farrell for EDEN's European Online and Distance Learning Week on 'Exploring new avenues of online assessment' - Tuesday, November 3, 2020, 17:00-18:00 CET
More info:
https://www.eden-online.org/eden_conference/eodlw-2020-4/
Keynote about "Teaching quality" on the World Educational Research Association (WERA) Conference, August 4, 2018 in Cape Town, South Africa.
Keynote speaker: Eckhard Klieme, German Institute for International Educational Research (DIPF)
Conference venue: Seville, Spain
https://iated.org/iceri/
Paper abstract:
With the development of information and computer technology (ICT), digital game-mediated teaching is becoming an increasingly popular trend in the field of English Language Teaching (ELT). The interactive design of digital games has been reported to have a positive effect learner motivation and many games have been developed in recent years with an educational purpose. This presentation reports on a project being conducted with The University of Edinburgh and Nosebleed Interactive Ltd, which forms part of a Knowledge Transfer Partnership (KTP) funded by Innovate UK. The grant was awarded to fund the development of a novel web based entertainment platform as an innovative method for teaching English to Chinese children. KTPs are a three-way partnership between supervising academic(s), a recent graduate and a company. The graduate, Sihan Zhou, will provide an overview of the materials that have been designed to date and the academics, Dr. Nicola Galloway and Ruby Rennie, will outline how the game development is informed by academic expertise. The presenters will also provide a brief summary of the main research findings from various research projects conducted by MSc Teaching English to Speakers of Other Languages (TESOL) students at The University of Edinburgh. These research projects, which mainly focused on teachers’ and parents' attitudes towards game-mediated second language education, form part of a large-scale needs analysis to inform the game development. This presentation will be of interest to those interested in the field of digital game-mediated learning, TESOL, and also curriculum innovation. The presentation will explore the various contextual constraints to incorporating the materials into the Chinese primary school context, offering insights for those working in similar contexts.
Keywords: Teaching English to Speakers of Other Languages (TESOL), Digital game based learning, curriculum innovation, Information and Computer Technology (ICT).
A readiness gap for Opening Up education by OER and MOOCs at University? Sara Valla
The presentation given at SIREMSIEL2014 congress in Perugia, 13th to 15th November 2014 (http://www.siremsiel2014.it/)
Abstract:
Developments in Information and Communication Technologies are not always paralleled by an equivalent number of transformations in higher education institutions. Indeed it seems that Open Educational Resources have missed the objective of transformation in spite of the potential of Open Learning to transform education. This paper reports on a part of some qualitative research carried out at the University of Parma, a case study involving teachers from UniPR Co-Lab Research Centre who share the values of being alert to innovation and aware of the importance of Technology Enhanced Learning in the academic pedagogical landscape; it examines whether educators are ready and willing to adopt open approaches in both a pedagogical and technological perspective and whether they have the necessary competences to do so. The aim was to explore the perceptions of University teachers who might become involved in the use of Open Educational Resources (OER) and the organization of MOOCs
Love is a stranger in an open car to tempt you in and drive you far away... t...Alannah Fitzgerald
From the blog TOETOE (ˈtɔɪtɔɪ): Technology for Open English - Toying with Open E-resources http://www.alannahfitzgerald.org/love-is-a-stranger-in-an-open-car-who-tempts-you-in-and-drives-you-far-away/
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...Parisa Mehran
In recent years, there has been a burgeoning interest in augmented reality (AR) technologies, especially in educational settings to edutain students and engage them in their learning. Poster carousel task is also a popular activity in English language classrooms. This presentation demonstrates the results of the use of an AR application, called Blippar, to augment poster carousel tasks in a blended English course offered at Osaka University. Both quantitative and qualitative data were collected through a usage experience questionnaire, an open-ended feedback form, and observations. The implemented AR application is described, and the overall positive user experience is reported, along with displaying the samples of collaborative student-generated AR work. The rewards and challenges of having students design AR content are also discussed. Moreover, the implications of AR for English language teaching and learning, the pedagogical potentials afforded by this technology, and recommendations for further research are provided.
Different types of Augumented reality applicaitonsBhaskar Reddy
The integration of digital information with the user’s environment in real time.
The real-time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real-world objects.
Morton Heilig in the year 1957 developed the first augmented reality
Development of AR began in 1968, when the first head-mounted display system was founded by Ivan Sutherland.
The term was coined in 1990 by scientist and researcher Thomas P. Caudell during the development of one of the most famous aircraft in the world: the Boeing 747
DIFFERENCE BETWEEN ar & VR
Marker-based AR
works by scanning a marker which triggers an augmented experience (whether an object, text, video or animation) to appear on the device.
The most common markers used are two-dimensional QR codes.
Short for quick response
device's camera recognizes the machine-readable barcode and responds by producing visual effects
can be used with mobile devices, such as a smartphone or tablet
Markerless AR
uses a device's camera, location software, and accelerometer to detect positional information, including the orientation of different objects and the space between them.
doesn't require image recognition to produce visual effects.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
ADVANTAGES
It helps with the learning process
Creates unique customer experiences
Removes cognitive overload
Creates user engagement
DISADVANTAGES
Expensive to develop the AR technology based projects and to maintain it. Moreover production of AR based devices is costly.
Lack of privacy is a concern in AR based applications.
In AR, people are missing out on important moments.
Low performance level is a concern which needs to be addressed during testing process.
It requires basic learning to effectively use AR compliant devices.
This presenation summerize two studies: a compartive and a non-compartive studies. The compartive study is about comparing online vocabulary games with face to face instruction. However, the non-comartive study evaluates the introduction of the interactive whiteboards (IWB) from pupils perspectives.
The purpose of this study is to determine how wearables are used in education. Different types of wearable technologies, such as smart watches, fitness trackers, smart glasses, HoloLens or even smart clothing are gradually changing the structure of global consumer market. These changes inevitably lead to transformation of educational spaces. This paper presents a review of scientific literature for the last three years (2013-2015) in the field of using Google Glass as a teaching and learning tool. We have analysed over thirty papers in reviewed journals, proceedings of conferences and scholarly web sources. In recent years, there has been an increasing amount of literature on the use wearable technologies in education. Wearable devices are used by explorers, librarians and educators at workplaces, university libraries, laboratories and classrooms. Learning with wearables is one of the most widespread trends in medical or especially surgical education. Wearable computers are actively used by library staff and assist to library patrons at universities. Some of the pilot projects in learning with wearables help students to study anatomy, physics and other discipline through application prototypes. Overall, some sources indicate that learning with wearable technologies has big perspectives while other ones show several examples of low efficiency in using wearable technologies in education.
Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...ePortfolios Australia
ePortfolios are re-shaping the landscape of higher education through changes in how students learn and how faculty teach. To be considered a meaningful mechanism for the development of knowledge, ePortfolios must focus on reflection and the assessment of that reflection, and enable the creation of connections between learning experiences that happen in various contexts and environments, thus supporting deep learning.
ePortfolio, using PebblePad, was implemented as an innovative assessment tool in an Indigenous business course - 3100AFE Engaging with Aboriginal & Torres Strait Islander Business Communities. In this presentation we will take you through how the student learning needs were addressed by use of PebblePad as an ePortfolio platform, impact of its use, and the key issues - what worked and what did not, and advice for other academics who are thinking to (1) use eportfolios as an assessment tool, and (2) use of PebblePad as an ePortfolio tool.
SELFIE tool helping schools across Europe to self-evaluate their digital technology capacities & progress. Presentation at EfVET Conference, Como, 26 October 2018.
Presentation of Dr. Orna Farrell for EDEN's European Online and Distance Learning Week on 'Exploring new avenues of online assessment' - Tuesday, November 3, 2020, 17:00-18:00 CET
More info:
https://www.eden-online.org/eden_conference/eodlw-2020-4/
Keynote about "Teaching quality" on the World Educational Research Association (WERA) Conference, August 4, 2018 in Cape Town, South Africa.
Keynote speaker: Eckhard Klieme, German Institute for International Educational Research (DIPF)
Conference venue: Seville, Spain
https://iated.org/iceri/
Paper abstract:
With the development of information and computer technology (ICT), digital game-mediated teaching is becoming an increasingly popular trend in the field of English Language Teaching (ELT). The interactive design of digital games has been reported to have a positive effect learner motivation and many games have been developed in recent years with an educational purpose. This presentation reports on a project being conducted with The University of Edinburgh and Nosebleed Interactive Ltd, which forms part of a Knowledge Transfer Partnership (KTP) funded by Innovate UK. The grant was awarded to fund the development of a novel web based entertainment platform as an innovative method for teaching English to Chinese children. KTPs are a three-way partnership between supervising academic(s), a recent graduate and a company. The graduate, Sihan Zhou, will provide an overview of the materials that have been designed to date and the academics, Dr. Nicola Galloway and Ruby Rennie, will outline how the game development is informed by academic expertise. The presenters will also provide a brief summary of the main research findings from various research projects conducted by MSc Teaching English to Speakers of Other Languages (TESOL) students at The University of Edinburgh. These research projects, which mainly focused on teachers’ and parents' attitudes towards game-mediated second language education, form part of a large-scale needs analysis to inform the game development. This presentation will be of interest to those interested in the field of digital game-mediated learning, TESOL, and also curriculum innovation. The presentation will explore the various contextual constraints to incorporating the materials into the Chinese primary school context, offering insights for those working in similar contexts.
Keywords: Teaching English to Speakers of Other Languages (TESOL), Digital game based learning, curriculum innovation, Information and Computer Technology (ICT).
A readiness gap for Opening Up education by OER and MOOCs at University? Sara Valla
The presentation given at SIREMSIEL2014 congress in Perugia, 13th to 15th November 2014 (http://www.siremsiel2014.it/)
Abstract:
Developments in Information and Communication Technologies are not always paralleled by an equivalent number of transformations in higher education institutions. Indeed it seems that Open Educational Resources have missed the objective of transformation in spite of the potential of Open Learning to transform education. This paper reports on a part of some qualitative research carried out at the University of Parma, a case study involving teachers from UniPR Co-Lab Research Centre who share the values of being alert to innovation and aware of the importance of Technology Enhanced Learning in the academic pedagogical landscape; it examines whether educators are ready and willing to adopt open approaches in both a pedagogical and technological perspective and whether they have the necessary competences to do so. The aim was to explore the perceptions of University teachers who might become involved in the use of Open Educational Resources (OER) and the organization of MOOCs
Love is a stranger in an open car to tempt you in and drive you far away... t...Alannah Fitzgerald
From the blog TOETOE (ˈtɔɪtɔɪ): Technology for Open English - Toying with Open E-resources http://www.alannahfitzgerald.org/love-is-a-stranger-in-an-open-car-who-tempts-you-in-and-drives-you-far-away/
Learning by Design: Bringing Poster Carousels to Life Through Augmented Reali...Parisa Mehran
In recent years, there has been a burgeoning interest in augmented reality (AR) technologies, especially in educational settings to edutain students and engage them in their learning. Poster carousel task is also a popular activity in English language classrooms. This presentation demonstrates the results of the use of an AR application, called Blippar, to augment poster carousel tasks in a blended English course offered at Osaka University. Both quantitative and qualitative data were collected through a usage experience questionnaire, an open-ended feedback form, and observations. The implemented AR application is described, and the overall positive user experience is reported, along with displaying the samples of collaborative student-generated AR work. The rewards and challenges of having students design AR content are also discussed. Moreover, the implications of AR for English language teaching and learning, the pedagogical potentials afforded by this technology, and recommendations for further research are provided.
Different types of Augumented reality applicaitonsBhaskar Reddy
The integration of digital information with the user’s environment in real time.
The real-time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real-world objects.
Morton Heilig in the year 1957 developed the first augmented reality
Development of AR began in 1968, when the first head-mounted display system was founded by Ivan Sutherland.
The term was coined in 1990 by scientist and researcher Thomas P. Caudell during the development of one of the most famous aircraft in the world: the Boeing 747
DIFFERENCE BETWEEN ar & VR
Marker-based AR
works by scanning a marker which triggers an augmented experience (whether an object, text, video or animation) to appear on the device.
The most common markers used are two-dimensional QR codes.
Short for quick response
device's camera recognizes the machine-readable barcode and responds by producing visual effects
can be used with mobile devices, such as a smartphone or tablet
Markerless AR
uses a device's camera, location software, and accelerometer to detect positional information, including the orientation of different objects and the space between them.
doesn't require image recognition to produce visual effects.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
AR helps students to experience a different learning cycle that will make them retain more knowledge for a longer period of time.
As Confucius said “I hear and I forget; I see and I remember; I do and I understand”.
AR has been used to complement curriculum. Texts, graphics, videos and audios can be superimposed into a student’s real-time environment. Textbooks, flashcards, and other materials can be embedded with markers or triggers that when scanned by an AR device produces supplementary information to the students.
ADVANTAGES
It helps with the learning process
Creates unique customer experiences
Removes cognitive overload
Creates user engagement
DISADVANTAGES
Expensive to develop the AR technology based projects and to maintain it. Moreover production of AR based devices is costly.
Lack of privacy is a concern in AR based applications.
In AR, people are missing out on important moments.
Low performance level is a concern which needs to be addressed during testing process.
It requires basic learning to effectively use AR compliant devices.
This presenation summerize two studies: a compartive and a non-compartive studies. The compartive study is about comparing online vocabulary games with face to face instruction. However, the non-comartive study evaluates the introduction of the interactive whiteboards (IWB) from pupils perspectives.
The purpose of this study is to determine how wearables are used in education. Different types of wearable technologies, such as smart watches, fitness trackers, smart glasses, HoloLens or even smart clothing are gradually changing the structure of global consumer market. These changes inevitably lead to transformation of educational spaces. This paper presents a review of scientific literature for the last three years (2013-2015) in the field of using Google Glass as a teaching and learning tool. We have analysed over thirty papers in reviewed journals, proceedings of conferences and scholarly web sources. In recent years, there has been an increasing amount of literature on the use wearable technologies in education. Wearable devices are used by explorers, librarians and educators at workplaces, university libraries, laboratories and classrooms. Learning with wearables is one of the most widespread trends in medical or especially surgical education. Wearable computers are actively used by library staff and assist to library patrons at universities. Some of the pilot projects in learning with wearables help students to study anatomy, physics and other discipline through application prototypes. Overall, some sources indicate that learning with wearable technologies has big perspectives while other ones show several examples of low efficiency in using wearable technologies in education.
Implementation of PebblePad ePortfolios as an assessment tool in a mixed-mode...ePortfolios Australia
ePortfolios are re-shaping the landscape of higher education through changes in how students learn and how faculty teach. To be considered a meaningful mechanism for the development of knowledge, ePortfolios must focus on reflection and the assessment of that reflection, and enable the creation of connections between learning experiences that happen in various contexts and environments, thus supporting deep learning.
ePortfolio, using PebblePad, was implemented as an innovative assessment tool in an Indigenous business course - 3100AFE Engaging with Aboriginal & Torres Strait Islander Business Communities. In this presentation we will take you through how the student learning needs were addressed by use of PebblePad as an ePortfolio platform, impact of its use, and the key issues - what worked and what did not, and advice for other academics who are thinking to (1) use eportfolios as an assessment tool, and (2) use of PebblePad as an ePortfolio tool.
SELFIE tool helping schools across Europe to self-evaluate their digital technology capacities & progress. Presentation at EfVET Conference, Como, 26 October 2018.
progetto MAGICAL (Making in Games in Collaboration for Learning) Jeffrey Earp
Brevissima presentazione del progetto europeo MAGICAL (Making in Games in Collaboration for Learning), coordinato da ITD-CNR, per la manifestazione Forum PA - Roma, maggio 2016. Per informazioni: tinyurl.com/magicaldoor
Overviews of the EU LLP MAGICAL project (Making Games in Collaboration for Learning) & associated MAGOS environment for learners' collaborative game building
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Safalta Digital marketing institute in Noida, provide complete applications that encompass a huge range of virtual advertising and marketing additives, which includes search engine optimization, virtual communication advertising, pay-per-click on marketing, content material advertising, internet analytics, and greater. These university courses are designed for students who possess a comprehensive understanding of virtual marketing strategies and attributes.Safalta Digital Marketing Institute in Noida is a first choice for young individuals or students who are looking to start their careers in the field of digital advertising. The institute gives specialized courses designed and certification.
for beginners, providing thorough training in areas such as SEO, digital communication marketing, and PPC training in Noida. After finishing the program, students receive the certifications recognised by top different universitie, setting a strong foundation for a successful career in digital marketing.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
1. Gamification and Education:
a Literature Review
Ilaria Caponetto, Jeffrey Earp, Michela Ott
Institute for Educational Technology
Italian Research Council
ECGBL 2014 - Berlin 09-10 Oct. 2014
2. 2
the use of game mechanics in non-gaming contexts ...
(so as to) create gameful experiences
!
(Deterding, Dixon, Khaled, & Nacke, 2011)
(Koivisto & Hamari, 2014)
!
in education
the introduction of game elements in the design (and
implementation) of learning processes
!
(Bellotti, et al., 2013)
the what
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
3. 3
the why
enhance enacted processes and the experience of
those involved
!
!
strengthen engagement, change behaviours and
support innovation
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
4. 4
the wherefore
supporting learning, employee performance, customer
engagement ... even crowdsourcing initiatives
!
! in education
!
make learning more motivating and engaging
!
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
5. 5
the what's all this, then?
increasing number of services are being gamified
!
(Huotari & Hamari, 2012)
(Hamari, Koivisto, & Sarsa, 2014)
!
!b
y 2015 over half the organizations that deal with
innovation processes will have gamified their activities
to some extent
!
Gartner
!
gamification Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
6. 6
the scenario
gamification is taking off in education
!
conviction that it supports and motivates students, and
can thus lead to enhanced learning processes and
outcomes
!
(Domínguez, et al., 2013)
(Kapp, 2012)
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
7. 7
the why
track emerging game-based innovation through the
research lens
!i
nvestigate semantic fuzziness of an emerging concept
and field - gamification vs GBL
gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
8. 8
the how
literature review started in early 2014
!
methodological steps identified by Rickinson & May
(2009)
!
!
scoping, searching, selecting, analysing,
synthesising and reporting !!!
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
9. ndexed databases of scientific publications - Web of
Knowledge, Scopus
!
academia-focused social networks - ResearchGate,
academia.org
9
scoping
corpus of scientific papers from
! the Web - Google Scholar
!i
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
10. !
search string = <gamif*> (gamification, gamify,
gamified, etc.) AND <education OR learning OR
training>
10
searching
!l
atitude = full-text
! time span = 2000 and early 2014
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
11. 11
span
2000
2002 when the word gamification is held to have
been coined (Marczewski, 2012)
2014
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
12. and so what happen?
how many records? !
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
12
13. and so what happen?
number = 5,000 +
!
Google Scholar = 3,000 !
take 2: re-scoping
latitude = title
!
number = ?
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
13
14. take 2: re-scoping
latitude = title
!
number = 119
!
gamif/educ/ation = first appears in the title in 2011
!!
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
14
15. 15
119 papers on the topic published between 2011 and
2014 in training and formal educational from primary
school to higher education.
!
!
The collected papers were analysed and classified
according to various criteria, including target
population, type of research (theoretical vs
experimental), kind of educational contents delivered,
and the tools deployed.
!
gamif/educ/ation Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
16. data
conceptual/theoretical papers (51%)
!
empirical studies (49%) !
wide range of learning objectives !i
nc. applied courses like graphic arts (Villagrasa & Duran, 2013)
and gardening (Watson, Hancock, & Mandryk, 2013).
!i
nc. transversal objectives like participatory & exploratory
approaches, peer collaboration, self-guided learning,
homework completion, assessment, creativty
gamif/educ/ation
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
16
17. 17
Database Number of results
Research Gate 32
Scopus 17
academia.edu 13
Web of
Knowledge 12
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
18. 18
7 papers in 2011 (6% of the sample), 26 papers in 2012 (22%), and 79 in 2013 (66%).
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
20. 20
Country Number of papers Percentage of total
USA 28 24%
Other (<3%) 22 18%
Canada 8 7%
Romania 8 7%
UK 8 7%
Spain 7 6%
Norway 5 4%
Portugal 5 4%
Australia 4 3%
Brazil 4 3%
Netherlands 4 3%
Poland 4 3%
Germany 3 3%
Greece 3 3%
Japan 3 3%
South Africa 3 3%
total 119 100%
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
22. 22
globally “gamified” process, 9% gamification as a synonym of GBL , 16% Serious Game in a global
learning intervention that is gamified
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014
24. 24
14,000 words contained in the 119 abstracts
increase and improve = added value in learning processes
(Lee & Hammer, 2011).
!
motivate/motivation and engage/ment frequently =
expectations, often appear in the definition of gamification itself
(Groh, 2012).
!
university school and courses reflect the scope
social and design - innovative educational strategies
!l
exical nesting/loops via SoA, research reviews,
quotes, citations, etc.
Jeffrey Earp - ECGBL 2014, Berlin Oct. 9 2014