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Gamification of Food Technology for quality teaching and
learning presentation notes
Slide 5: Educational         gamification.
           A process of game thinking and game mechanics to engage an audience and solve problems

Slide 8: Some      examples of gamification

           Designed for children aged five to 10 years, Coinland is a virtual world where children can
           learn about the benefits of earning, saving and investing money by undertaking a series of
           tasks, designed to help them develop financial literacy skills. Players create an avatar which
           represents them as they explore and interact in Coinland, as they complete tasks or jobs to
           earn and save coins. Players can then choose to save their coins by depositing them in the
           bank, or spend their coins on games and rewards. Children can play alongside their friends
           by adding other users to their buddy lists.

Slide 9:

           Lynx involved commuters in an interactive augmented reality game in a subway in London
           in March 2011. Passengers were lured towards patches on the floor of the open
           concourse, which activated by sending a virtual angel to earth when someone stepped
           onto them. Participants could then watch themselves interact with the virtual angel on a
           big screen overlooking the concourse.

Slide 10

           You’re Runner 5. Hundreds of lives are counting on you. You've got to help your base rebuild
           from the ruins of civilization by collecting critical supplies while avoiding roving zombie
           hordes. Can you save them and learn the truth about the zombie apocalypse?

Slide 12 Elements         of good game design
           Options/ control: by giving students choice in the different tasks it becomes more
           engaging.

Slide 13

           Control or the illusion of control:Motivation comes from control of how students do
           there tasks.

Slide 14

           Rewards: Badges and perks for achieving mission goals

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Gamification of food technology for quality teaching and learning presentation notes

  • 1. Gamification of Food Technology for quality teaching and learning presentation notes Slide 5: Educational gamification. A process of game thinking and game mechanics to engage an audience and solve problems Slide 8: Some examples of gamification Designed for children aged five to 10 years, Coinland is a virtual world where children can learn about the benefits of earning, saving and investing money by undertaking a series of tasks, designed to help them develop financial literacy skills. Players create an avatar which represents them as they explore and interact in Coinland, as they complete tasks or jobs to earn and save coins. Players can then choose to save their coins by depositing them in the bank, or spend their coins on games and rewards. Children can play alongside their friends by adding other users to their buddy lists. Slide 9: Lynx involved commuters in an interactive augmented reality game in a subway in London in March 2011. Passengers were lured towards patches on the floor of the open concourse, which activated by sending a virtual angel to earth when someone stepped onto them. Participants could then watch themselves interact with the virtual angel on a big screen overlooking the concourse. Slide 10 You’re Runner 5. Hundreds of lives are counting on you. You've got to help your base rebuild from the ruins of civilization by collecting critical supplies while avoiding roving zombie hordes. Can you save them and learn the truth about the zombie apocalypse? Slide 12 Elements of good game design Options/ control: by giving students choice in the different tasks it becomes more engaging. Slide 13 Control or the illusion of control:Motivation comes from control of how students do there tasks. Slide 14 Rewards: Badges and perks for achieving mission goals