2. Make Your Tent Card
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The third is to learn how to do it effectively, and
the fourth is to understand some specific, concrete applications of gamification.
3. Change, We Must
nagaRAJU
The third is to learn how to do it effectively, and
the fourth is to understand some specific, concrete applications of gamification.
4. Change, We Must
nagaRAJU
The third is to learn how to do it effectively, and
the fourth is to understand some specific, concrete applications of gamification.
If we teach today
as we taught yesterday,
we rob students
of tomorrow.
- John Dewey 1917
5. Brainstorm
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Why are students disengaged?
Why aren’t they learning the way
we expect them to?
How can we get greater learner
attention?
How to engage learners for
extended periods of time?
The third is to learn how to do it effectively, and
the fourth is to understand some specific, concrete applications of gamification.
Choose any ONE of the questions and list as many answers as you can think
of.
6. Speaking
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Discuss and pick up 6 of the following to start a new civilization.
MRP: male, religious pujari, age unknown
MHD: male, homosexual doctor, age 46
FBV: female, beautiful ventriloquist, age 30
MWG: male, warrior with a gun, age unknown
MVC: male, valiant chief of a tribe, age unknown
FTW: female, the tribal chief’s pregnant wife, age unknown
MSJ: male, scholarly juror, age 41
FUA: female, university professor, atheist, age 34
FHM: female, handicapped meteorologist, age unknown
FAA: female, agronomist, alcoholic, age unknown
8. Games
nagaRAJU
What are games?
What makes games
fun?
Who plays games?
Why do we play
games?
The third is to learn how to do it effectively, and
the fourth is to understand some specific, concrete applications of gamification.
Competition
Collection
Celebration
Communicatio
n
Collaboration
Creativity
9. Game features
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Captures / retains learners’ attention
Engages and entertains them
Challenges them
Teaches them
Adds greater creativity
Creates more connections
Make it impossible to fail
10. Listening
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I am sitting in the morning at the diner on the corner.
I ____________________ at the counter for the man to pour the coffee.
And he fills it only half-way and before I even argue
he ____________________ out the window at somebody coming in.
"It is always nice to see you," says the man behind the counter
to the woman who has come in. She _____________________ her umbrella.
And I look the other way as they ____________________ their hello's
and I ____________________ not to see them and instead I pour the milk.
I open up the paper there's a story of an actor
who had died while he _____________________ . It was no one I had heard of.
And I'm turning to the horoscope and _____________________ for the funnies
when I ____________________ someone watching me and so I raise my head.
There's a woman on the outside ____________________ inside. Does she see
me?
No, she does not really see me ‘cause she sees her own reflection.
And I _____________________ not to notice that she's hitching up her skirt,
and while she ____________________ her stockings her hair has gotten wet.
Oh this rain it will continue through the morning as I ____________________
to the bells of the cathedral.
I ____________________ of your voice
and of the midnight picnic once upon a time before the rain began.
And I finish up my coffee and it's time to catch the train.
11. Games, Gaming, Gamification, GBL
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1. Introduction
2. What are Games?
3. What is Gaming?
4. What is Gamification?
5. What about Game-Based Learning (GBL)?
Jigsaw Reading
12. Games are NOT Gamification
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The third is to learn how to do it effectively, and
the fourth is to understand some specific, concrete applications of gamification.
Games Gamification
Whole game Only game elements
Any purpose To motivate and engage
For play or for actual rewards For intrinsic / extrinsic rewards
Pure entertainment Entertainment with purpose
Player experience Learner experience
Big budget Inexpensive
Competition Difficult to fail
Win or lose Win
May not be entertaining Entertaining
Knowledge and skills Socializing, mastery, learning
Existing Applying
13. Gamification
nagaRAJU
The third is to learn how to do it effectively, and
the fourth is to understand some specific, concrete applications of gamification.
Game
Elements
Non Game
Context
(Classroom)
Outcomes
(joy, perseverance,
excitement, rules,
points, badges,
leaderboards,
feedback)
(participation,
engagement,
loyalty,
learning)
14. History of Gamification
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2002 - coined by Nick Pelling
2009 - picked up momentum (FourSquare)
2013 - US$ 430 mn industry
2018 - US$ 5.5 bn industry
Today - Gamification is ubiquitous
17. Why Gamification?
nagaRAJU
Gamification effectively supports
increased engagement
(the emotional component of the experience)
greater motivation
better retention and recall
healthy competition
exciting instruction
social bonds and relationships
stronger core life skills
reduced stress
18. When to use gamification?
nagaRAJU
Make sure what constitutes success.
Is it 100% participation?
Is it students having a passing grade?
Is it a score on a test?
Seriously consider alternatives to
gamification.
If an alternative solution is a better fit use it.
Use only when it makes sense.
19. How is this game gamified?
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Guides
Highlighters
Random
Rewards
Suspense
Milestones
Feedback
Choices
Challenges
Playful barriers
Freedom to fail
30. Edmodo
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Provide digital resources
Create online polls
Write short summaries of lessons
Post homework
Managed and controlled by teacher
Private messages not possible
Anonymous posting is not possible
Teachers can delete posts
Parental access is optional
33. Grammar
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1. arrive late to a movie _______________________________
2. dream in English _____________________________________
3. quarrel with your spouse _______________________________
4. lose your purse _____________________________________
5. sleep in class ___________________________________
6. eat raw fish __________________________________
7. go to traffic court _______________________________
8. act crazy with friends ____________________________
9. go on a ‘blind date’ ______________________________
10. meet a celebrity _________________________
11. get on the wrong bus or train ___________________
12. dance to loud music _____________________________
34. nagaRAJU
This slideshow is available at
www.slideshare.net/lionnagaraju
www.authorstream.com/tag/lionnagaraju
Thank you
lionnagaraju@gmail.com
Editor's Notes
Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.
Gamification is an underutilized element in instructional design.
Many games promote communication, cooperation, and even competition amongst players. Some of the most immersive games have a rich narrative that spawns creativity and imagination in its players. Finally, depending on how they are designed, games can both teach and test their players. They are incredible packages of teaching, learning, and assessment.
Fun is the Future: Mastering Gamification
10 points – pen
15 -20 points – magazine
25 – 30 points – book
35 and more – other gifts
Form a circle.
Write down a few reasons why students are disengaged in classrooms.
Share any two you have written with teachers sitting on your left and on your right.
Make additional notes.
Who has the highest number of reasons?
Awards to the top three with the highest number of reasons.
Offering incentives to leaners and encouraging them to accumulate rewards throughout their journey can instantly boost their involvement with the classroom. Our learners are our players. Our goal is to get students into play by making our lessons enticing, easy, simple and smooth. Onboarding, Scaffolding are pathways to mastery.
Winning effect
Dopamine + Testastonone
Gamification is a loyalty program on steroids.
Imagine young children at play
think
what motivates them,
what skills they're practicing,
how they organize themselves,
why do they try to outdo each other.
This might be an interesting starting point for a workshop/discussion on this:
It's usually not for any great reward that they play. And yet, they organize themselves, set out rules, work together in teams, and then become very, very passionate about what they're doing, and try to excel and outdo each other--all only for the sake of "play." "Gamification," perhaps, means trying to bring that into the classroom.
Take elements from games and integrate them into instruction.
Games, engaging activities played for amusement or fun, are high-octane learning machines that encourage us to experiment, to develop strategies and learn new skills.
Everyone has the capacity to enjoy games.
Games are a part of every culture. Games are a shared human experience.
Even games can become boring.
Games are fun because
Winning, achievement, progress
Problem solving
Exploring
Team work
Recognition
Triumphing
Collecting
Surprise
Imagination
Sharing
Customization
Role playing
Goofing off
Chilling out
Would you buy an electronic product for which newer versions or updates are not available?
Sometime during 5th or 6th grade, smiling stops, fun ends and learning is substituted by worksheets, homework, discipline, silence, rigour, memory.
We blame students, we blame resources and we blame everything. But, the truth is the students are bored. Like you will be bored with this talk soon if it continues. When you are bored, you look into your watches, you count the windows or tie up your shoelaces.
The most powerful resource that you have is your students. But we don’t ask them what they want.
Game features:
users are all participants – students
points that are accumulated as a result of executing tasks
levels which users pass depending on the points;
badges which serve as rewards for completing actions
ranking of users according to their achievements
One example of that might be dividing the class into teams and having them "compete" to complete some activity (again, in a good-natured way).
Following this idea, it'd seem that the "rewards" should not be grades or promotion, or whatever the usual academic rewards are, but something much more playful--a piece of candy, a cheer, whatever. The poster / team introduction activity is one example. If these kind of activities are set up properly, they really do motivate learners, not because the teams get any great reward (they don't), but because people naturally like to compete, and play.
It engages us and allows us to leverage several of our natural human desires: socializing, learning, mastery, achievement, and status.
Applying game design techniques, addictive game elements, game thinking to non-game situations to motivate and engage the learner.
Games are things that are designed systematically, thoughtfully, imaginatively, artistically to make learning fun.
Adding game elements such as storytelling, problem-solving, aesthetics, rules, collaboration, competition, reward systems, feedback, and learning through trial and error into non-game situations
Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty. Gamification takes the data-driven techniques that game designers use to engage players, and applies them to non-game experiences to motivate actions that add value to your business
When people hear gamification, they envision games created for a business purpose. But corporate gamification is not about creating something new. It is about amplifying the effect of an existing, core experience by applying the motivational techniques that make games so engaging.
It engages us and allows us to leverage several of our natural human desires: socializing, learning, mastery, achievement, and status.
Gamification is light-hearted. Certain behaviors which initially seem difficult, boring and tedious can be made fun.
We are motivated to perform certain actions and engage in certain behaviors in return for rewards.
Rewards trigger the release of dopamine in our brain. Endorphins and dopamine are responsible for feelings of pleasure and these chemicals come out during positive game-playing experiences.
We shouldn’t use games only as rewards (do all the tasks and then we can play a game at the end of the class), warmers, time-fillers and media.
We need to redesign the whole lesson and make it similar to computer games in structure.
If we want to engage modern students, we should move to an absolutely new pedagogical approach based on game-design principles.
Gamification makes learning engaging, visually compelling, and personalized.
How to add game elements to instructional design and use reward systems for learner engagement?
if you can gamify the process, you are rewarding the behavior and it's like a dopamine release in the brain. Humans like a game. By increasing the learning stakes, even if they are virtual and not real, learners have a higher level of investment.
Better learning experience (fun) for recall and retention
Better (effective, informal) learning environment
Strong behavioural changes, in addition to points, badges and leaderboards
Fulfils most learning needs
Provides instant feedback
Performance gain
We don’t need technology to create a gamified learning experience
It is a powerful, rich tool to fill any engagement gap. It makes learning fun, making learning engaging and gamelike.
Potential options / variety makes learning a popular experience.
Resolving several common classroom issues such as: student participation/talk time, student engagement, differentiation, data tracking, and increasing student achievement.
Gamification techniques strive to leverage people’s natural desires for socializing, learning, progression, mastery, competition, achievement, status, self-expression, altruism.
The increased willingness to participate and engage is supported biologically by dopamine, which is released when a person experiences pleasure and increases motivation to continue doing the thing that gave pleasure. This is how gaming rewards work.
Lessons that are gamified increase retention because learners feel more of a connection with the material.
When learners feel challenged, they are motivated to keep going and come back for more. Challenges can take many forms; it could be unlocking sections in a course, it could be a mystery that has to be solved or a compelling narrative with an adversary that is an obstacle to the learner's triumph. Three step model: build tension, build urgency, create time constraints.
Gamification goes beyond physical rewards and promotes a mindset of constant achievement. Having learners set their own goals for the course and then measuring their progress toward the goal is a way to motivate.
It engages us and allows us to leverage several of our natural human desires: socializing, learning, mastery, achievement, and status.
Students who complete 60% of their grade-level math on Khan Academy experience 1.8 times their expected growth on the NWEA MAP Test, a popular assessment test.
It is a mistake to think that adding points and levels will automatically make a boring experience fun and more effective.
So, it’s more important to decide how, when and why you introduce points, badges and levels.
What are your students’ needs and pain points? Which elements suit your gamification framework? If your students require rewards, add XPs. If your students care about their status, add levels. If they like socializing and are altruistic, add gifting and charity.
Giving points for meeting academic objectives
Creating competition within the classroom
Creating unique rewards
Ford Efficiency Leaves:
Drivers are motivated to grow their virtual plants with many leaves, and thus learn how to drive particularly efficiently and economically. The display of the leaves is way more intuitive and attractive than a mere numerical score.
Similar Rewards and Incentives
Allow a selfie with the teacher
Allow the student to sit in teacher’s chair
Allow the student to wear sunglasses for a while
Udemy utilizes progress bars to indicate the student’s progress and to encourage completion of a course. They also dangle a trophy at the end of the course as their reward for completing it. Udemy truly excels on the teach-side of the platform. Anyone from anywhere in the world can create their own online course. They have the complete creative freedom to choose any topic and use their video editing skills to make their course stand out.
Duolingo utilizes progress indicators such as daily goals and streaks to make a player feel accomplished and get them to come back for daily usage. In Duolingo, players get lives. Every time you fail a lesson, you lose a life. Run out of lives and you’ll have to wait until you can continue learning.
TEDEd empowers educators to select a video, create their own lessons, and share it with the world. Choose a video, add a description, add a quiz (multiple choice or open-ended), and prompt some discussion.
Coursera is an online learning platform that provides universal access to the world’s best education from top universities. Allows students and teachers to collaborate and communicate while taking a course.