A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
Gamification in education uses elements of game design to motivate students and improve engagement with learning materials. It can provide a better learning experience through fun and maximize enjoyment. Game mechanics like points, badges, levels and leaderboards are used to encourage participation similar to video games. Examples show that gamification in learning management systems and schools can improve learner retention and achievement of educational goals through competition and feedback. However, gamification must be applied carefully to align with educational objectives and not just focus on rewards.
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
Gamification - A Brief Introduction to GamificationChetan Sundarde
Gamification involves using game mechanics and game design techniques to engage and motivate people in non-game contexts. It can be used to encourage behaviors like learning, productivity, physical activity and more. The document provides an overview of gamification, including definitions, examples, techniques like badges and leaderboards, and how gamification can benefit areas like education. It also discusses game dynamics, player motivations and frameworks for analyzing gamified systems.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
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.
The document discusses gamification, which is using game design techniques and mechanics to enhance non-game contexts. It provides examples of how businesses can use gamification by incorporating game elements like points, leaderboards, and rewards to stimulate customer engagement and make boring moments more fun. The key principles of gamification discussed are making the experience attractive, surprising users on their journey, avoiding being obvious, and bringing emotion.
Level Up! Games & Gamification for Teaching and LearningMichael M Grant
This document discusses integrating games and gamification to support teaching and learning. It begins by distinguishing between gaming and gamification, with gaming focused on entertainment and gamification applying game design elements to non-game processes. Background research shows students who play games daily outperform those using social media daily in academics, and that games demonstrating debriefing and feedback have better results. The document then outlines various gaming and gamification options like alignment to content, commercial games, and augmented reality. It provides examples and discusses elements of good game and gamification design.
This document discusses gamification and defines it as using game design elements in non-game contexts. It provides examples of popular games like Clash of Clans and Angry Birds. It discusses the differences between games and gamification and notes that gamification uses game elements for serious purposes other than pure entertainment, like in teaching games or for marketing applications. The document also covers motivations for gamification and different theories of human motivation.
Gamification in education uses elements of game design to motivate students and improve engagement with learning materials. It can provide a better learning experience through fun and maximize enjoyment. Game mechanics like points, badges, levels and leaderboards are used to encourage participation similar to video games. Examples show that gamification in learning management systems and schools can improve learner retention and achievement of educational goals through competition and feedback. However, gamification must be applied carefully to align with educational objectives and not just focus on rewards.
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
Gamification - A Brief Introduction to GamificationChetan Sundarde
Gamification involves using game mechanics and game design techniques to engage and motivate people in non-game contexts. It can be used to encourage behaviors like learning, productivity, physical activity and more. The document provides an overview of gamification, including definitions, examples, techniques like badges and leaderboards, and how gamification can benefit areas like education. It also discusses game dynamics, player motivations and frameworks for analyzing gamified systems.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
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.
The document discusses gamification, which is using game design techniques and mechanics to enhance non-game contexts. It provides examples of how businesses can use gamification by incorporating game elements like points, leaderboards, and rewards to stimulate customer engagement and make boring moments more fun. The key principles of gamification discussed are making the experience attractive, surprising users on their journey, avoiding being obvious, and bringing emotion.
Level Up! Games & Gamification for Teaching and LearningMichael M Grant
This document discusses integrating games and gamification to support teaching and learning. It begins by distinguishing between gaming and gamification, with gaming focused on entertainment and gamification applying game design elements to non-game processes. Background research shows students who play games daily outperform those using social media daily in academics, and that games demonstrating debriefing and feedback have better results. The document then outlines various gaming and gamification options like alignment to content, commercial games, and augmented reality. It provides examples and discusses elements of good game and gamification design.
This document discusses gamification and defines it as using game design elements in non-game contexts. It provides examples of popular games like Clash of Clans and Angry Birds. It discusses the differences between games and gamification and notes that gamification uses game elements for serious purposes other than pure entertainment, like in teaching games or for marketing applications. The document also covers motivations for gamification and different theories of human motivation.
The document discusses challenges, strategies, and obstacles related to using games in education. Some of the key challenges mentioned include overcoming the mentality that games are not for learning, finding available educational games, and implementing games effectively in the classroom. Strategies proposed for integrating games include using commercial games to supplement lessons, designing new games based on educational goals, and basing an entire curriculum around a game or simulation. Common obstacles to implementing educational games include lack of time, money, technical issues, and organizational barriers. The document advocates for using games to increase student interest and engagement in learning.
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 :)
The document traces the evolution of video games from their early experimental years in the 1940s-1960s to their establishment as a mainstream form of entertainment today. Some of the key developments discussed include the first interactive game created by Ralph Baer in the 1950s, the release of Pong and Space Invaders in the 1970s which helped launch the golden age of arcade games, the rise of console and PC games in the 1980s bringing new genres like action-adventure games, and the transition to 3D graphics and online gaming in the 1990s with games like Doom and Everquest. The document concludes that video games have become hugely popular and continue to rapidly evolve with technology.
The document outlines the history of videogames from 1962 to 1996. It discusses the first video game Spacewar! created in 1962, the first arcade game Computer Space in 1971, the rise in popularity of home consoles like the Atari 2600 in the 1970s, the golden age of arcade games from the late 1970s to 1980s, and the progression of video game consoles through 5 generations of technology from 8-bit to 32-64 bit systems. The history shows how video games evolved from expensive computer experiments to a global mainstream entertainment industry.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
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
This document discusses the evolution of games from early genres to future virtual worlds. It summarizes key game genres including action, fighting, role-playing, and sports. The future of gaming may involve stimulating all five senses through sights, sounds, and potentially smells. Virtual worlds allow people to interact in simulated environments and buy virtual goods. Some gamers become highly engaged by joining guilds, earning money through game assets, or researching games. Sandbox games offer open-ended, goal-less exploration. While games provide enjoyment and learning, excessive play can lead to addiction symptoms like depression and withdrawal from social activities.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
This document discusses gamification and game-based learning. It begins by defining gamification as applying game design elements to non-game applications to make them more fun and engaging. Some benefits of gamifying the classroom mentioned include increased motivation, opportunities for assessment and learning, and incorporating fun. Game mechanics that can be used include badges, leaderboards, levels, and challenges/quests. The document also discusses how gamification can be used to support different types of motivation and tasks. Overall, the document advocates for using game design elements and game creation to make learning more engaging and to help students develop important skills.
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
This document outlines a presentation on the impacts of video games on players. It begins with an introduction that establishes the research question of how gaming shapes players negatively. It then provides background on the early history of video games and the modern gaming industry. The presentation discusses both benefits of gaming such as improved problem solving skills and risks of excessive gaming like addiction and increased aggression. It concludes that video games can be beneficial if played in moderation.
The document discusses using video games for educational purposes. It provides an overview of the potential benefits and concerns of using video games in classrooms. Some benefits discussed include engaging students, developing various skills and intelligences, and supporting different learning styles. However, concerns include potential negative impacts on behavior. The document also examines theoretical frameworks that can inform teaching with video games and how games support various learning theories.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
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.
Hi there, this is a PowerPoint presentation on Gaming technology. Feel free to use it for education and presentation purposes. Follow me on Instagram.
Id:thunderbird_boy99
The Effect of Video Games on Early Cognitive Developmentaudreymcevoy
The document discusses research on the effects of video games on children's cognitive development. Studies found that video games can stimulate children's brains similarly to traditional play and may enhance spatial reasoning, visual tracking, and other skills in gamers compared to non-gamers. While gaming releases dopamine that can aid learning, excessive gaming of over half their free time was linked to lower prosocial behavior and satisfaction. The document concludes that video games may provide unique cognitive benefits for children if played in moderation.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Gamification involves using game mechanics and rewards to increase engagement and loyalty for non-game applications. It uses game-like mechanics to improve experiences rather than creating full video games. Gamification is a process, not a single project, and should have clearly defined goals. Some key advantages include helping with community curation, market amplification, market research, and customer retention, though there are also disadvantages like distorting social interactions. Gamification is currently in the "peak of inflated expectations" on Gartner's hype cycle and is expected to grow significantly in areas like employee performance, innovation management, education, and customer engagement over the next 5-10 years.
Gamification designs in Wearable Enhanced Learning for Healthy AgeingIlona Buchem
Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and Charité Universitätsmedizin Berlin.
The document discusses game genres and asks students to identify common genres like action, adventure, driving, role-playing, sports, strategy, and puzzle games. It then asks students to name three games of their choice, the company that produced each game, and the genre(s) that best describe each game and why, based on its gameplay elements.
The document discusses challenges, strategies, and obstacles related to using games in education. Some of the key challenges mentioned include overcoming the mentality that games are not for learning, finding available educational games, and implementing games effectively in the classroom. Strategies proposed for integrating games include using commercial games to supplement lessons, designing new games based on educational goals, and basing an entire curriculum around a game or simulation. Common obstacles to implementing educational games include lack of time, money, technical issues, and organizational barriers. The document advocates for using games to increase student interest and engagement in learning.
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 :)
The document traces the evolution of video games from their early experimental years in the 1940s-1960s to their establishment as a mainstream form of entertainment today. Some of the key developments discussed include the first interactive game created by Ralph Baer in the 1950s, the release of Pong and Space Invaders in the 1970s which helped launch the golden age of arcade games, the rise of console and PC games in the 1980s bringing new genres like action-adventure games, and the transition to 3D graphics and online gaming in the 1990s with games like Doom and Everquest. The document concludes that video games have become hugely popular and continue to rapidly evolve with technology.
The document outlines the history of videogames from 1962 to 1996. It discusses the first video game Spacewar! created in 1962, the first arcade game Computer Space in 1971, the rise in popularity of home consoles like the Atari 2600 in the 1970s, the golden age of arcade games from the late 1970s to 1980s, and the progression of video game consoles through 5 generations of technology from 8-bit to 32-64 bit systems. The history shows how video games evolved from expensive computer experiments to a global mainstream entertainment industry.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
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
This document discusses the evolution of games from early genres to future virtual worlds. It summarizes key game genres including action, fighting, role-playing, and sports. The future of gaming may involve stimulating all five senses through sights, sounds, and potentially smells. Virtual worlds allow people to interact in simulated environments and buy virtual goods. Some gamers become highly engaged by joining guilds, earning money through game assets, or researching games. Sandbox games offer open-ended, goal-less exploration. While games provide enjoyment and learning, excessive play can lead to addiction symptoms like depression and withdrawal from social activities.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
This document discusses gamification and game-based learning. It begins by defining gamification as applying game design elements to non-game applications to make them more fun and engaging. Some benefits of gamifying the classroom mentioned include increased motivation, opportunities for assessment and learning, and incorporating fun. Game mechanics that can be used include badges, leaderboards, levels, and challenges/quests. The document also discusses how gamification can be used to support different types of motivation and tasks. Overall, the document advocates for using game design elements and game creation to make learning more engaging and to help students develop important skills.
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
This document outlines a presentation on the impacts of video games on players. It begins with an introduction that establishes the research question of how gaming shapes players negatively. It then provides background on the early history of video games and the modern gaming industry. The presentation discusses both benefits of gaming such as improved problem solving skills and risks of excessive gaming like addiction and increased aggression. It concludes that video games can be beneficial if played in moderation.
The document discusses using video games for educational purposes. It provides an overview of the potential benefits and concerns of using video games in classrooms. Some benefits discussed include engaging students, developing various skills and intelligences, and supporting different learning styles. However, concerns include potential negative impacts on behavior. The document also examines theoretical frameworks that can inform teaching with video games and how games support various learning theories.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
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.
Hi there, this is a PowerPoint presentation on Gaming technology. Feel free to use it for education and presentation purposes. Follow me on Instagram.
Id:thunderbird_boy99
The Effect of Video Games on Early Cognitive Developmentaudreymcevoy
The document discusses research on the effects of video games on children's cognitive development. Studies found that video games can stimulate children's brains similarly to traditional play and may enhance spatial reasoning, visual tracking, and other skills in gamers compared to non-gamers. While gaming releases dopamine that can aid learning, excessive gaming of over half their free time was linked to lower prosocial behavior and satisfaction. The document concludes that video games may provide unique cognitive benefits for children if played in moderation.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Gamification involves using game mechanics and rewards to increase engagement and loyalty for non-game applications. It uses game-like mechanics to improve experiences rather than creating full video games. Gamification is a process, not a single project, and should have clearly defined goals. Some key advantages include helping with community curation, market amplification, market research, and customer retention, though there are also disadvantages like distorting social interactions. Gamification is currently in the "peak of inflated expectations" on Gartner's hype cycle and is expected to grow significantly in areas like employee performance, innovation management, education, and customer engagement over the next 5-10 years.
Gamification designs in Wearable Enhanced Learning for Healthy AgeingIlona Buchem
Presentation of selected research results on gamification in wearable enhanced MOOC for senior users from the fMOOC project conducted 2014-2015 at Beuth University of Applied Sciences Berlin and Charité Universitätsmedizin Berlin.
The document discusses game genres and asks students to identify common genres like action, adventure, driving, role-playing, sports, strategy, and puzzle games. It then asks students to name three games of their choice, the company that produced each game, and the genre(s) that best describe each game and why, based on its gameplay elements.
This is the PPT we used in class on Thursday. It has information about the products, timeline and skills we will be using in this unit, and also information about how to formulate an hypothesis.
O documento consiste em uma série de respostas curtas "Sim" e "Não" sem qualquer contexto ou explicação adicional. As respostas não fornecem informações significativas sobre o assunto em questão.
In this lesson, students will learn about media assets, the basic building blocks that make up a game. Media assets include graphics like images and sprites, audio elements such as sound effects and music, animations of moving characters and cutscenes, and text for dialogue or instructions. Students will use what they learn about media assets to start designing their own game.
This document discusses the key elements that game designers consider when developing a game, including narrative design, character design, level/environment design, gameplay/game mechanics design, and user interface design. It provides examples for each element, such as narrative focusing on the story and characters, character design covering the main character and other actors, level design setting challenges through the background and map, and gameplay determining the type of challenges, activities, and rules. The document encourages analyzing these elements in existing games and applying what is learned to starting to design your own game.
Every game contains five essential elements: story, objective, challenge, interest, and fun. The document defines each element - story provides the who, what, when, where and why of the game's characters and plot; objective is how to win the game; challenge makes objectives difficult to achieve; interest adds variety through environments, items, characters; and fun makes the game entertaining through missions, humor, graphics.
Level design in the video game industry is completed by a team of level designers who determine the challenge and placement of elements in a level. They take direction from game designers on the desired mood and gameplay activities. The level designer then decides on events, objects, characters, and a design outline. Key considerations for level design include layout, pacing, win/loss conditions, resource placement, character starting/ending points, NPC placement, landmarks, destruction possibilities, and how the story is told through the level.
LAFS Game Design 1 - Foundational ElementsDavid Mullich
The document discusses game mechanics, focusing on core mechanics that define a game's essence through the primary action and purpose. It also covers flow state and how to design challenges that keep players engaged as their skills improve. Additionally, the document defines puzzles as goal-oriented problems with solutions rather than opponents, and provides examples of puzzle mechanics and structures.
The document provides instructions for playing a platformer game where the player controls a character that runs, jumps, and shoots obstacles and enemies. It outlines the basic controls to move, jump, and shoot as the background scrolls and the player gains points by eliminating threats. The final challenge is jumping over a gap to complete the level and unlock the next one.
Gamification in education involves using game elements in learning to make it more fun and engaging for students. When implemented, gamification can help students learn persistently, take risks, pay more attention, and easily solve problems. It captures students' interest by motivating them to learn through gaming elements rather than focusing only on systematic study. The goal of gamification is to enable students to engage in and take control of their own learning through challenges, feedback, social interaction, and a sense of progress and achievement.
The document discusses key considerations for designing video game characters. It notes that characters should enhance the story, elicit emotional responses, and be credible within the game style. Character design involves determining whether to use a nonspecific, semi-specific, or specific avatar and whether to use direct or indirect control mechanisms. Believable characters require rich personalities and attributes that change based on player experiences. Common character archetypes like heroes, mentors, allies and villains are also discussed.
This document provides information about a game design merit badge presentation. It outlines expectations for participation, prerequisites for requirements, and limits for designed games. It discusses analyzing different games, types of play value, intellectual property, modifying game rules, designing an original game, testing prototypes, and careers in game development. Players are expected to actively participate, ask questions, and experiment. Designed games must not require more than 5 players or be overly complex.
The document outlines the process for developing a game from initial planning through final release. It involves planning the game sketch, creating a logo, getting approval from a team, preparing tools and assembling a production team, designing menus and animations, testing for errors, requesting final approval, and releasing the completed product. Key steps are getting initial and ongoing approval from a team throughout the process.
The document discusses games and their key elements. It analyzes whether activities like painting, slot machines, and jigsaw puzzles are considered games based on traits like having a form of play, objectives, rules, feedback, conflict, and choices. It then provides examples of different game mediums, player formats, and other game design concepts like objectives, rules, resources, and themes.
This document provides a visualization of the gaming industry landscape, showing the major sectors including analytics, acquisition/monetization, console distribution, console developers, digital distribution, physical/console publishers, developer tools, streaming/community, social platforms, VR hardware, mobile, and portals/aggregators. Acquired and shuttered companies are denoted. The landscape illustrates the people and relationships between sectors in the gaming industry.
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
Innovative Learning Techniques: Games, Social Learning and Interactive Storie...Karl Kapp
This document summarizes research on the effectiveness of instructional games for learning. It finds that games can be as or more effective than traditional instruction, especially when designed to meet specific learning objectives. Some key findings include:
1) Games build confidence and skills for real-world application better than traditional classes when used over multiple sessions, especially in a group setting.
2) Experiencing a virtual avatar can influence real-world perceptions and behaviors like exercising more if the avatar resembles the player.
3) While entertaining games may not be as effective, simulations do not need to be entertaining to successfully teach content when embedded within a curriculum with guidance.
4) Playing educational games motivates voluntary effort like doing
This document discusses how games can be used for learning. It defines what a game is, noting they have set rules and provide interactive feedback. Game mechanics like challenges, problem solving, and failure can motivate learning. The document advocates using games to create flexible learning that supports different learner types and perspectives. Games provide a safe practice environment, consolidate relevant resources, and encourage cooperation among players.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
This document summarizes reflections on a Coursera course about gamification. It discusses how the Coursera platform structures the class material engagingly for all levels. The course effectively breaks down game elements and motivations. Interviews with experts Ethan Mollick and Bing Gordon provide insights on gamification's impacts and cautions around morality. Both see potential in gamification to motivate learning if guided by research on best practices.
Learning 3.0 Training Magazine Presentation: Gamification of Learning & Instr...Karl Kapp
1. The document discusses applying game elements and gamification to learning and instruction. It summarizes research showing that games and simulations can increase engagement, knowledge retention, and confidence.
2. Key elements from games that can enhance learning are feedback, embedding content in stories, and use of characters. Feedback should be specific and encourage reflection. Stories aid memory more than lists. Characters can model behaviors.
3. Recommendations include using games to provide context, crafting them for interactivity, embedding them in curriculum with set-up and debrief, and applying story and character elements discussed. Games can positively influence behaviors when designed well.
Séminaire de l'équipe MeTAH (LIG, Grenoble), juin 2010
Quelques notes sur les jeux pour l'apprentissage (serious games) et leur conceptualisation en didactique (théorie des situations didactiques).
Gamification involves applying game mechanics and elements to non-game contexts to increase engagement and motivation. In education, gamification can be used in the classroom to motivate students and inspire continued learning through capturing their interest. Game elements promote situated learning in groups and allow students to explore higher-order thinking skills like creating, evaluating, and applying knowledge. Specific gamification strategies in the classroom include giving points for academic and non-academic goals, using levels and progression, grading backwards, and letting students set personal goals and track their own progress.
Gamification and GBL Presentation to UnitecPaul Pivec
The document discusses game-based learning and the potential of digital games for education. It summarizes several related studies that found games can develop skills and motivate learning when designed appropriately. However, teachers need support in choosing games and integrating them into lessons. The document proposes resources and training to help teachers understand how games can supplement traditional teaching and promote quality learning.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
This document discusses serious games and learning theories. It provides background on definitions of serious games and how they are designed to have educational purposes beyond pure entertainment. It describes how early serious games were based on behaviorist models using rewards, while later games incorporate more experiential and socio-cultural pedagogical models. It also discusses challenges in assessing learning from serious games and how games can demonstrate complex interconnected issues.
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
The document discusses how games can be educational by embodying learning theories. It outlines Howard Gardner's seven levers for changing attitudes, then focuses on Robert Gagné's nine events of instruction and Howard Gardner's theory of multiple intelligences. The document argues that well-designed games inherently include Gagné's conditions for learning and address multiple modes of learning as described by Gardner's theory of multiple intelligences, demonstrating that games can contain sound pedagogical principles.
Games in Education provides an overview of how games can be used for educational purposes. It discusses how games tap into how the brain naturally learns through patterns, emotion, and collaboration. Games keep students engaged through activity, feedback, and problem solving. They also allow students to explore concepts through simulations. While early educational games focused on drill and practice, modern games incorporate student-centered learning and scaffolding. However, challenges remain in aligning games with standards and assessing learning. Overall, the document argues that games can effectively teach students if designed according to educational theories of learning.
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleySeriousGamesAssoc
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
Peter Shea - Serious Games in Higher Education: Problems and PotentialSeriousGamesAssoc
Presenters:
Peter Shea, Director of the Office of Professional Development, Middlesex Community College
Nikki Boots, Instructional Technologist, Harvard University
Jim Grenier, Associate Director of The Center for Teaching, Learning and Technology Innovation, Mass Bay Community College
Despite the large body of research which supports the use of serious games and simulations in a variety of knowledge domains, sg/s have not made a significant impact in higher education. In this presentation, three professional instructional designers will discuss the reasons why higher education is a difficult market to break into, but also why and where there are signs of hope.
The document describes the development of a serious game to teach group decision-making skills to emergency managers. The game aims to embed learning in its mechanics by distributing crucial information among players, requiring cooperation. An evaluation found that groups playing the prototype made inefficient decisions and performed worse than individuals, replicating real-world group dynamics, suggesting the game provides a valid environment for skills training. Further work is needed to develop the full online multiplayer version and integrate it into the overall training program.
"The Ethics of Gamification and Gamified Learning" by Sherry Jones (April 16,...Sherry Jones
April 16, 2015 - This is my presentation on issues and research regarding gamification in higher education for the e-Learning Consortium of Colorado (eLCC) conference.
Abstract:
"Gamification is the application of game elements to non game context to influence user behavior. Gamified learning is to construct game-like environments to influence learner behavior. Researchers in Game Studies have raised ethical concerns over gamification. This presentation will address concerns and methods for ethical gamification of classrooms and LMSs."
Similar to Gamification / Social Gamification of Education (20)
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This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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Remote Sensing and Geographic Information Systems
9
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2. Gamification
The use of game design elements in
non-game contexts, to drive game like
engagement in order to promote
desired behaviors.
(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011).
From Game Design Elements to Gamefulness: Defining “Gamification”. In
Proceedings of MindTrek 2011 and
Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics
to Influence Behavior (2010) )
jmapsimoes, 2012 2
3. Social Gamification
The use of design elements from social
games in non-game contexts, to drive
game like engagement in order to
promote desired behaviors.
Video games Gamification
Social Games Social
Gamification
jmapsimoes, 2012 3
4. “... game design elements ...”
or
“Game mechanics” Not just badges!
“Game dynamics”
“Frameworks”
“Gameplay mechanics”
“Game thinking”
“Game attributes”
(and also, game mechanics/dynamics, game design principles, gaming
psychology, player journey, game play scripts and storytelling, and/or any other
aspects of games)
There are different levels and perspectives of “Game
Design Elements”
jmapsimoes, 2012 4
5. “... non-game contexts ...”
Several domains: health, work, training, environment,
government, everyday life, etc,
and also ...
Education
E-learning
Social Learning Environments
jmapsimoes, 2012 5
6. “... game like engagement ...”
Intrinsic motivation
(autonomy, mastery and purpose)
Extrinsic motivation
(rewards, punishment)
Flow
(“In a state of flow, an activity is performed for enjoyment and
pleasure rather than be driven by any extrinsic motivator”)
- Mihály Csíkszentmihályi, “Flow: The Psychology of Optimal
Experience”
- Daniel Pink, “Drive”
jmapsimoes, 2012 6
7. “... desired behaviors ...”
To “engage people, motivate action, promote learning, and
solve
problems” (*)
Applied to:
Students
Increasead engagement in school’s activities and higher motivation
to achieve better learning outcomes.
Teachers
Reward and appraise students; setup engaging activities; provide
flow.
Parents
Recognize and reward their children’s work; motivation for a
deeper envolvement in school’s activities.
(*) From Karl Kapp’s definition of gamification: “game-based mechanics, aesthetics
and game thinking to engage people, motivatejmapsimoes, 2012 learning, and
action, promote 7
8. Framework
A framework for social gamification applied to a social learning environment
jmapsimoes, 2012 8
9. Framework
Game Design Desired
Elements Behaviors
Learning Gamification
Activities Tools
jmapsimoes, 2012 9