This document discusses gamification, which is applying game design elements to non-game applications to motivate users and promote engagement and learning. It provides examples of how gamification can be used, such as through incentives, badges, points and leaderboards. The document also discusses concepts like intrinsic and extrinsic motivation, flow theory, and how gamification can be applied to different domains of learning. It concludes that the mantra of gamification is to "have fun while you learn."
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
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.
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game Karl Kapp
Video games seem to be the perfect medium for helping people learn. However, few companies are able to invest the time and resources to create a video game–type learning module. This session, in a case study format, covers the steps taken to conceptualize, develop, and deliver an immersive 3-D game to teach sales concepts. Examine the required tradeoffs, discover where to find relatively low-cost 3-D assets, and learn how the combination of fantasy and branching story techniques help make the game engaging. We'll also examine how an underlying model is used to evaluate the effectiveness of the learners' game play and provide constructive feedback to improve their performance in the field.
This slidedeck accompanies a presentation on using game theory and games to invigorate a classroom. Although designed for use in religious education, virtually all of the ideas are applicable to secular classroom use as well. Download the handout from http://bit.ly/game-on-handout. Find the template for the picture reveal game at http://bit.ly/LDS-game-on.
Beyond Gamification: Thinking Like a Game DesignerKarl Kapp
Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Game designers make decisions based on action, interaction, and player motivation. When properly applied, game thinking provides learning designers with insights into how to create instruction that motivates both online and face-to-face learners. In this session, you will play a game to discover how game thinking works. You will participate in both a learning experience and a debriefing process highlighting several game-thinking elements such as the freedom to fail, the value of an action-oriented approach, and the motivational aspects of both story and competition
Game based learning gamer's expectation of e learning - Manu Melwin Joymanumelwin
Here are some of the traits that gamers expect from eLearning, or else some of the expectations to be mindful of when approaching eLearning as a game based learning activity
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...Karl Kapp
Session Description:
Game designers think about action, adventure, and engagement. In contrast, instructional designers tend to think about objectives, content, and quizzes. As a result, most games are fun, intriguing, and immersive, while most instruction tends to be predictable, boring, and perfunctory. Change your mindset from an instructional designer to a game designer and immediately begin creating engaging and effective instruction. Learn methods to help you think like a game designer and change stale training into an exciting and interesting experience for learners.
This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
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
Collaborative games encourage participants in an elicitation activity to collaborate in building a joint understanding of a problem or a solution. Collaborative games refer to several structured techniques inspired by game play and are designed to facilitate collaboration. During this webinar we will review the elements such as game purpose, process, outcome and various examples of collaborative games (product box, affinity map and fishbowl).
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.
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.
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game Karl Kapp
Video games seem to be the perfect medium for helping people learn. However, few companies are able to invest the time and resources to create a video game–type learning module. This session, in a case study format, covers the steps taken to conceptualize, develop, and deliver an immersive 3-D game to teach sales concepts. Examine the required tradeoffs, discover where to find relatively low-cost 3-D assets, and learn how the combination of fantasy and branching story techniques help make the game engaging. We'll also examine how an underlying model is used to evaluate the effectiveness of the learners' game play and provide constructive feedback to improve their performance in the field.
This slidedeck accompanies a presentation on using game theory and games to invigorate a classroom. Although designed for use in religious education, virtually all of the ideas are applicable to secular classroom use as well. Download the handout from http://bit.ly/game-on-handout. Find the template for the picture reveal game at http://bit.ly/LDS-game-on.
Beyond Gamification: Thinking Like a Game DesignerKarl Kapp
Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Game designers make decisions based on action, interaction, and player motivation. When properly applied, game thinking provides learning designers with insights into how to create instruction that motivates both online and face-to-face learners. In this session, you will play a game to discover how game thinking works. You will participate in both a learning experience and a debriefing process highlighting several game-thinking elements such as the freedom to fail, the value of an action-oriented approach, and the motivational aspects of both story and competition
Game based learning gamer's expectation of e learning - Manu Melwin Joymanumelwin
Here are some of the traits that gamers expect from eLearning, or else some of the expectations to be mindful of when approaching eLearning as a game based learning activity
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...Karl Kapp
Session Description:
Game designers think about action, adventure, and engagement. In contrast, instructional designers tend to think about objectives, content, and quizzes. As a result, most games are fun, intriguing, and immersive, while most instruction tends to be predictable, boring, and perfunctory. Change your mindset from an instructional designer to a game designer and immediately begin creating engaging and effective instruction. Learn methods to help you think like a game designer and change stale training into an exciting and interesting experience for learners.
This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
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
Collaborative games encourage participants in an elicitation activity to collaborate in building a joint understanding of a problem or a solution. Collaborative games refer to several structured techniques inspired by game play and are designed to facilitate collaboration. During this webinar we will review the elements such as game purpose, process, outcome and various examples of collaborative games (product box, affinity map and fishbowl).
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.
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
Gamification: A New Way to Influence BehaviorAndy Petroski
9/17/13 IABC Harrisburg presentation
Many slides thanks to Charles Palmer (http://www.slideshare.net/charlespalmerhu)
Gamification is the concept of applying game techniques to non-game environments. It emerged from customer loyalty programs based primarily on number of purchases.
In the past few years, marketers have expanded upon early customer loyalty programs and applied techniques from games (like story, levels, competition, leaderboards, challenges, etc.) to increase customer engagement, loyalty and, ultimately, purchases & satisfaction.
Unlike basic marketing techniques that depended on purchase frequency or amount to trigger rewards, gamification is often a more frequent reward system with ongoing rewards coming in the form of what is traditionally gameplay feedback.
Beyond marketing, gamification is being used to motivate learners in education and impact behavior change in healthcare.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
Sales and marketing gamification, Amsterdam, October 2014An Coppens
Gamification - the new buzzword
Workshop slides from the Sales and Marketing in Pharma conference in Amsterdam October 2014. The purpose of the workshop was to give a flavour of what organisations have done with gamification for sales and marketing purposes in the pharmaceutical sector and beyond. #FEeMKT
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
Estimates of the 2011 corporate e-learning market range from $26bn to $35bn worldwide. The best companies also spend more on e-learning relative to the total training budget. Yet, according to a CrossKnowledge survey of these global corporations, e-learning completion rates average barely 30-40%. These problems also span across to the education industry, where schools want to continue engage our generation gamers beyond classroom settings.
Why hasn't e-learning been a runaway success? Going digital is not enough. Going mobile is not enough. Simply bringing the material into a new medium doesn't change how users interact with it by itself. Instead of flogging the dead horse of e-learning content, it's time to focus on the learner. Digital and mobile platforms still have untapped potential for engaging learners, and gamification is one example of how we can leverage these capabilities to truly improve stickiness and retention.
Gametize uses game psychology to understand the problems behind e-learning. Only by connecting with the people doing the learning itself can we fix the problem of why e-learning seems to be stuck in a rut. Gamification taps on everybody's intrinsic motivation to have fun to make learning as easy and engaging as a game. Keith will explain why gamification is a lot more scientific than the term suggests and hence why gamification is the next big thing. Next, he will run through some basic gamification frameworks and real-life examples of how to effectively leverage on game psychology to increase engagement. He will describe B2E (Business to Employees) engagement with gamification with an in-depth successful stories and case studies of Standard Chartered Bank, and a mobile app game targeted primary to secondary school students in Ace Entrepreneurship Week 2012, both implemented by Gametize.
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.
Carole Bagley - Elements of Effective Instructional Learning Game DesignSeriousGamesAssoc
Carole Bagley, Univ. of St. Thomas
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
Game-based learning is a form of game play with specific learning outcomes; it is instructionally designed to provide a balance between subject matter that needs to be learned, playing games, and the capability of the learners to apply the knowledge and skills in the real world. Whether you’re rolling dice or racing against the clock, adding gamification elements to e-learning courses is a great way to keep learners focused and motivated.
This presentation will focus on:
Elements of Game Based Learning
Critical Aspects in Game Creation
Demonstration of three games: Who wants to be a Millionaire, Backward Basketball and Dusty the Dragon.
Practical experience and challenges with the creation and use of Games in Learning will occur. Participants will be asked to join in the discussion.
Similar to Gamification-MTechET by S.P.Vasumathy (20)
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
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
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
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
2. LET’S PLAY
5 minutes to play the game
Frog Jumping Puzzle
1. http://www.kidsmathgamesonline.com/problemsolving/frogjump.html
or
2. http://www.smart-kit.com/s7284/
4. HOW TO WE MOTIVATE PEOPLE TO CHAN GE
THEIR BEHAVIOR
1.Incentives
2.Badges
3.Points
4.Discounts
5.Free Stuff!!
6. Provide things the customers like
Is liking something the same as being motivated by something
Pleasure = Behaviour change
5. WHAT IS A GAME?
A Game is a system in which players
engage in an abstract challenge
defined by rules interactivity and
feedback, the results in a quantifiable
outcome often eliciting an emotional
reaction.
7. GAMIFICATION
Gamification is using game based
mechanics, aesthetics and game
thinking to engage people motivate
action, promote learning and solving
problems
9. CURVE OF INTEREST
The interest curve within a game is the flow and the
sequence of events holds and grabs players attention and
extends the concept throughout the entire experience.
Games are designed to take initial interest and rise it to an
other level. When the game is over the learner leaves the
interest with some interest left over and with the knowledge
is gained by the carefully sequenced instruction.
12. WHAT CAN GAMIFICATION DO?
•
Hand-eye coordination
•
Solving Problems
•
Teaching Higher Order Skills
•
Thinking the unthinkable
•
Thinking like an opponent
•
Engaging learners in a live classroom
•
Helping people lose weight
•
Making physical therapy more enjoyable
•
Testing knowledge and performance
•
Good for Old and Young
14. GAMIFICATION IN ACTION
53% male and 47% female
women 18 or older represent a greater portion of the gameplaying population (30%) than boys 17 or younger (18%)
average player age is: 30
25% of population is over 50
social games outpace competitive games by 3:1