This document provides an overview of gamification and how it can be used in education. It defines gamification as using game mechanics and principles to engage students and make learning fun. Examples of game elements that can be used include badges, levels, achievements and points to reward students for their successes. Research shows that gamification improves student achievement and allows students to take more risks. The document then discusses various game frameworks and elements that can be implemented, as well as examples of existing educational games and apps that can be utilized, such as ClassDojo, Kahoot and Brainscape. It concludes with tips on how to design gamified lessons and apply game dynamics to classroom instruction.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
There’s something incredibly powerful about the deep long-lasting engagement that Kickstarter built into their platform. You find yourself coming back again and again - and getting better at something you care about. You’re deeply engaged.
That’s the power of Game Thinking. Learn how to harness Game Thinking for YOUR product at Game Thinking Live http://gamethinkinglive.com. Learn how leading-edge companies like Slack, AirBnB, Happify, Kickstarter build deep engagement into their products and services.
http://gamethinkinglive.com
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
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
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Gamification in learning is a technique which motivates the students to learn, influence their behaviour and enable them to engage in studies via gaming elements.
Source<> http://www.edubilla.com/articles/education-trends/gamification-in-education/
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
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
Gamification 101: Learn the Basics of Gamification StrategyTechnologyAdvice
Learn the basics of gamification strategy, including common terms, how to implement solutions, and what it can do for your company.
For more gamification resources, visit us at TechnologyAdvice.com
Personalisation as the key to optimising your game's revenue & LTV.GameCamp
What are good and bad approach towards personalisation based on the data? How to use personalisation to improve LTV in mobile games. Good examples of personalisation in mobile games.
Gamification in learning is a technique which motivates the students to learn, influence their behaviour and enable them to engage in studies via gaming elements.
Source<> http://www.edubilla.com/articles/education-trends/gamification-in-education/
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
This represents a 2-hour training for instructors of Quest2Teach, consisting of a 1-hour overview of the individual games, theory, Nexus, Network, Teacher Toolkit, research findings, and best ecology for implementation of these games. This is followed by a 1-hr facilitated gameplay by the instructors where they follow the curricula guides, login and play the games, create an avatar, navigate the virtual worlds, and post reflections in the network, just as their students will do.
Advanced Learning Environments for Today's Tech-Savvy LearnerNICSA
Practical experience and research suggests that individuals joining our companies today learn and work differently than those in the past. Technology including video games, texting, social media, and You Tube have had a strong role in influencing how our newest colleagues learn and interact with others. Join us to explore how some firms are addressing the challenges of creating effective learning environments focused on preparing individuals for their current roles and for future leadership positions.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
Thoughts about Computing in the 21st Century Elementary ClassroomLO*OP Center, Inc.
Slides accompanying seminar given by Liza Loop, online, to primary school teachers in training at Leuphana University, Luneburg, Germany on 10 Dec. 2016
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
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.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
3. Who is this describing?
• This group “regularly exhibits persistence, risk-taking, attention to detail, and
problem-solving…”
• Full quote: “Game players regularly exhibit persistence, risk-taking, attention
to detail, and problem-solving, all behaviors that ideally would be regularly
demonstrated in school.” – The Education Arcade at MIT
4. Things to consider
• 28 million people harvest their crops on Farmville every day.
• Over 5 million people play an average of 45 hours a week of games
• As a planet, we spend 3 billion hours a week playing video and computer
games.
• In the US, 9 out of 10 kids play electronic games.
• On-line gaming market is worth more than $15 billion
• 58% male; 42% female
• 65% of US households play video games
5. What is gamification?
• The process of using game thinking
and game mechanics to engage
• Use of gaming principles in the field of
education in order to get students
students involved, engaged, and
excited about learning
• Introduces concepts like badges,
levels, achievements, and game points
• Students are rewarded with these
concepts when they succeed, but are
not penalized when they don’t.
• students are not afraid to step outside of
their comfort zone and fail
• Gabe Zichermann video
6. Why Gamification?
• “Game design is the art of enjoying the hard part. It’s the art of making goals
more difficult to achieve, for no good reason, other than the fact that we have
more fun that way” – JM
• “Studies showed that, on average, using academic games in the classroom is
associated with a 20 percentile point gain in student achievement.
• “Helping students navigate and fully participate in this new media landscape,
however, requires more than simply allowing mobile devices into schools.
Instead, it requires developing learning experiences that allow students to use
and develop the multi-literacy practices associated with mobile media.”
7. How is the brain affected by
gamification?
• “When an animal, be it fish or human, wins
a contest, there is a large release of
testosterone and dopamine into their
brain. Over time this changes their brains
structure and chemical makeup, making
them smarter, more confident and able to
take on larger challenges than
before. Cognitive neuroscientist Ian
Robertson explains that “success and
failure shapes us more powerfully than
powerfully than genetics and drugs.”
drugs.” Nurture changes nature.”
http://www.gamification.co/2014/02/21/the-winner-effect/
• Strengthens brain cell connections
underlying memory and learning
• Improves ability to reason and solve new
problems independently of previously
acquired knowledge.
• Can improve peripheral vision, way-finding
skills, hand-eye coordination and mental
rotation.
9. Types of fun
• People fun
• Friendship
• Amusement from competition and
cooperation
• Easy fun
• Novelty
• Curiosity from exploration, role play,
and creativity
• Hard fun
• Challenge
• Fiero, the epic win, from achieving a
difficult goal
• Serious fun
• Meaning
• Excitement from changing the player
and their world
10. Types of players
Marczewski 2.0
• Socializers
• Motivated by relatedness
• Social status
• Social connections
• Belonging
• Free Spirits
• Motivated by autonomy
• Creativity
• Choice
• Freedom
• Responsibility
• Achievers
• Motivated by mastery
• Learning
• Personal development
• Levels
• Philanthropists
• Motivated by purpose
• Altruism
• Meaning
• A reason why
11. How they go together
• Socializer
• People Fun
• Philanthropist
• Serious Fun
• Achiever
• Hard Fun
• Free Spirit
• Easy Fun
12. Game framework
• Gather
• Gather information by asking:
• What are you gamifying?
• Who are your users?
• Why are you doing it?
• How will you measure success?
• Act
• Act on information you have.
• Design the best solution for your goals
and the engagement and experience
of your users.
• Test it with them.
• Measure
• Measure user activity and goal
outcomes.
• Get feedback and iterate
improvements.
• Enrich
• Enrich your system over time.
• People change over time
• Keep up with them or get ahead!
13. Building Blocks of gamification
• Gameplay
• Transparency
• Infinity
• Competition
• Creativity
• Strategy
• Self-Education
• User Generated Content
• Communication
• Feedback
• Self-Expression
• Bragging
• Virality
• Sharing
• Social Networking
• Referrals
• Reward
• Scores
• Leaderboards
• Prizes
17. My use of Gamification
• Students were given the task of
creating a game that would teach
people about cultures around the
world
• Could choose group
• Nerd Herd – two or more (no more
than 6)
• Solo Nerdo – work alone
• Culminating projects displayed a
Gamification Convention
23. Classdojo
• Behavior management system
• Students see immediate results
• Compete for points
• Parents can receive notifications of
changes in points in real time
• Points can be used for rewards
• Free
• App
24. classbadges
• Students complete teacher created
tasks and receive badges
• Teachers create badge
• Stock pile of badges
• Design your own
• Teacher creates a class; gives
students code; student creates free
account – AUTO FILLS NAMES!!!
• Free
25. Playinghistory
• Directory of games based on
historical events or time periods
• Provides links, reviews, and game
summaries
• Free
26. brainscape
• Flashcards on steroids
• Use confidence based repetition
• Can create on cards decks
• Can purchase existing card decks
that are subject specific
• App (not android)
• Free, unless you want existing decks
• http://youtu.be/eHi9PdmhEL0
27. Kahoot
• Create quizzes, discussions,
surveys for class to participate in
• Students can use any modern
internet capable device
• Students must be in area of your
projection system
• Students are given a code and then
join
• Free
28. GeoGuesser
• Players are given a photo to analyze
• Can change point of view
• Have to guess where the picture
was taken
• Free
• Online
30. Classroom
• Use gaming grading with levels
besides alphabets or percentages
• Award students with badges for
completing tasks
• Integrate educational video games
into your curriculum
• Create competition between classes
• Gamify homework
• Make students co-designers
• Allow for second and third chances
• Provide instant feedback
• Make progress visible
• Embrace failure; Emphasize practice
31. Instruction design
• Learning outcomes
• Use action verbs
• Make them measurable
• Choose a big idea
• Has to carry the course the to the end
• Can be theme, idea, or a challenge
• Students must master all learning
outcomes
• Storyboard the game
• Use a Model Canvas
• Be sure to add points where students
safely fail
• Design learning activities
• What challenges will students face?
• Obstacles to overcome?
• Build teams
• Alone or group?
• Student created or teacher created?
• Apply game dynamics
• Competition
• Permission to fail
• Motivation
• Sense of play
• Rewards
33. Websites
• http://www.gamified.co.uk/ - 4 User Types & planning resources
• http://www.gamification.co/ - Gabe Zichermann; getting started resources
• http://janemcgonigal.com/ - Jane McGonical website; research info
• http://www.pinterest.com/steubner/gamification/