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#HEBITS
Gamification &
Game-Based
Learning
Gameful thinking in the design of
courses to improve student engagement.
http://www.theesa.com/about-esa/industry-facts/
https://elearninginfographics.com/game-based-learning-gbl-art-science-gaming-classroom/
Why do we play?
#HEBITS
#HEBITS
5
Gamification Defined
Gamification: “the use of game mechanics and experience design to digitally engage and motivate
people to achieve their goals” (Burke, 2014).
Gamification is the use of game design elements in non-game contexts (Deterding, 2011).
At its core, gamification applies game mechanics to non-game activities to prompt specific behaviors. In
a business context, gamification is the process of integrating game mechanics and dynamics into a
website, business service, online community, content portal, marketing campaign or even internal
business processes, in order to drive participation and engagement by target audiences.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and
other audiences, and inspire them to participate, collaborate, share and interact in some activity or
community. A particularly compelling, dynamic, and sustained gamification experience can be used to
accomplish a variety of mission-critical business goals.
https://www.bunchball.com#HEBITS
66
Gamification in Blackboard Learn
Full, Interactive Games Timed Quizzes
live.quizlet.com
Kahoot.com
Bb Quiz Tournaments
PBL
Achievements / Badges
Partner Integrations:
Cengage, Pearson,
Duolingo, Kahoot
Adaptive Release
Immersive feedback
Leveling up
Learning paths
Gradecraft.com
Storification
Hero’s Journey
7http://clients.healthcare-learning.com.s3.amazonaws.com/challenge_of_the_week/Gamify_01/story.html
1. FULL, INTERACTIVE GAMES.
8https://www.elucidat.com/showcase/#facial-recognition-quiz
2. TIMED QUIZZES.
9http://bit.ly/BbLeaderboard
3. PBL – POINTS, BADGES, LEADERBOARDS
Checklist
Progress Bar
Achievements/Badges
Currency – XP
Leaderboard
Partner Integrations: Cengage,
Pearson, Duolingo, Kahoot, others
http://bit.ly/BbLeaderboard
12http://bit.ly/BbLeaderboard
4. ADAPTIVE RELEASE – LEVEL UP
13
https://www.gvsu.edu/gvmagazine/move-over-mario.htm
14
http://bit.ly/GameCaseStudy
15http://bit.ly/GameProjectRG
16https://ai.umich.edu/portfolio/gradecraft/
5. Learning paths.
1717
1818
6. STORIFICATION - HERO’S JOURNEY
#HEBITS
19
Education is a journey from the Ordinary World
to the Special World and back.
20
Karl Kaap:
Gamification of Learning
https://www.lynda.com/Education-Elearning-tutorials/Welcome/573400/615922-4.html
Gamification for Interactive Learning
https://www.lynda.com/Higher-Education-tutorials/Gamification/452750/496233-4.html
Karin Hutchinson:
Teaching Complex Topics
https://www.lynda.com/course-tutorials/Gamification-Interactive-Learning/573400-2.html
http://bit.ly/BbOctalysis
And those who were seen dancing
were thought to be insane by those
who could not hear the music.
Friedrich Nietzsche
#HEBITS

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Gamification and Game-based Learning

Editor's Notes

  1. Video gamer generation are now parents.
  2. Post in comments, why do people play games? http://bit.ly/whyDoWePlay
  3. https://community.articulate.com/articles/gamification-examples-elearning http://codecombat.com/ http://code.org
  4. https://www.elucidat.com/blog/gamification-in-elearning-examples/ Why it works: It cleverly sets up the challenge time available remains the same After the score and feedback, there is an invitation to share it with (and compete with) friends via a social media button, increasing the reach of the research
  5. https://community.articulate.com/articles/gamification-examples-elearning Bb Ally – gamification indicators | checklist – progress / intrinsic
  6. http://bit.ly/BbLeaderboard
  7. https://sites.reading.ac.uk/tel-support/2018/09/07/blackboard-learn-adaptive-release/
  8. https://www.researchgate.net/profile/Szymon_Machajewski
  9. Machajewski, S. (2017). Gamification strategies in a hybrid exemplary college course. International Journal of Educational Technology, 4(3), 1-16. Machajewski, S. (2017), Gamification in Blackboard Learn. BbWorld 2017 Conference Proceedings. Retrieved from Education Resources Information Center https://eric.ed.gov/?id=ED575007
  10. http://bit.ly/GameProjectRG
  11. Learning paths https://ai.umich.edu/portfolio/gradecraft/
  12. Campbell, J. (1949). The hero with a thousand faces. Princeton, N.J: Princeton University Press. Vance, E. (2016). Suggestible you: Placebos, false memories, hypnosis, and the power of your astonishing brain. National Geographic. Vogler, C., & Montez, M. (2007). The writer's journey: Mythic structure for writers. Michael Wiese Productions .
  13. Ordinary World to Special World – the world of science, or digital world, or information literacy – any academic course takes us from the Ordinary to the Special World.
  14. Examples: https://yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.WvHle1SpnyU
  15. Storytelling Gamification