This document discusses gamifying education courses. It begins by asking the reader to join a Kahoot game with a provided pin. It then defines gamification as applying game mechanics to non-game activities. Common elements of games like rules, turns, obstacles and win states are discussed. Potential ways to gamify education are presented, such as through badges, leaderboards, and narrative elements. Motivations for gamification in education are explored, including increased engagement and facilitating intrinsic motivation. The document concludes by outlining the Sheldon model for gamifying courses and providing specific gamification tools and ideas.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
Playing with Your Head: Deconstructing Gaming PsychobabbleCarla Fisher
From 2012 Sandbox Summit. Educational psychology is full of heady concepts: scaffolding, Zone of
Proximal Development, environmental arrangement, real time feedback, distributed
learning, problem-based learning. In this workshop, we’ll break down these tried
and true pedagogical approaches, discuss what makes them work, and then consider how they might be applied to games. We’ll also turn the tables on educational psychology to consider how common gaming methodologies, such as XP points,
sandbox playing, and cooperative multiplayer, can be leveraged to create intrinsic
motivation. Bottom line: we’ll explore how games and education can go hand in
hand without becoming chocolate covered broccoli.
Classroom Cataclysm: Or What Happens to "School" When Learners Become HeroesLucas Gillispie
World of Warcraft is a better "school" than school! This presentation compares traditional schooling to World of Warcraft and explains how World of Warcraft is actually being used to teach middle grades language arts in the WoWinSchool Project.
Presentation about gamification for English language teaching by Deborah Healey and Kai Liu from Oregon Teachers of English to Speakers of Other Languages (ORTESOL) Conference, Oct 12, 2013. Includes links to the companion website.
Reaching the Engagement Horizon in Virtual WorldsKarl Kapp
Games, gamification and game-based learning have entered into the vocabulary of educators, eLearning developers and instructional designers from around the global in the past few years. Games have a seductive force and are seen as a great tool in creating engaging and interactive instruction. But are they effective for learning? What does the research tell us? We’ll explore some of the research around games, gamification and virtual worlds while creating links between research and virtual world actions and interactions.
The use of games for learning seems like a good match, but we can’t blindly take it for granted. Instead, we need to explore questions to make sure the intuitive link between games, gamification and virtual worlds reaches its full potential. In this keynote, we’ll answer questions like: How does one mix virtual world and game-based learning experiences? How should games be integrated into a curriculum? Can attitudes and behavior change result from playing a game in a virtual world? What elements of games can learning designers borrow from game designers? Can flying around as a superhero in a virtual world make you a nicer person? Discover evidence-based techniques for increasing online engagement, interactivity and, most importantly, learning.
Leveraging Game Elements for Learning, Engagement, and FunKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, eLearning developers, and instructional designers over the past few years. But the influx has left many questions: What elements from games should be used in learning design? How does one seamlessly integrate story, challenge, badges, and points into the learning process? Does competition help or hurt learning? What research exists to support game elements for learning?
This interactive presentation includes many examples of using game elements for learning. And, yes, you will play a game during this session. Discover how research-based game thinking and design can be leveraged to create effective, engaging instruction.
Case of the Disengaged Learner: New Designs for Learning ConferenceKarl Kapp
In the academic world, the terms game, gamification and engagement are becoming hot topics. But is it hype or can “thinking like a game designer” actually enhance instruction and motivate learners? In this interactive, evidence-based session, participants will engage in an instructional event that demonstrates how to pull learners into the content and help them gain the knowledge required to be successful. Along the way, they will explore the definition of gamification, the research evidence supporting its use, and how gamification compares and contrasts with active learning. Come play a polling game and discover firsthand how this approach engages learners, increases learning, and leads to desired academic outcomes.
Imagine a methodology that boosts your meetings towards an innovative process for enhancing innovation and business performance. LEGO® SERIOUS PLAY® is developed based on research which shows that hands-on, minds-on learning produces a deeper, more meaningful understanding of the world and its possibilities. It deepens the reflection process and supports an effective dialogue – for everyone in the organization.
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Playing with Your Head: Deconstructing Gaming PsychobabbleCarla Fisher
From 2012 Sandbox Summit. Educational psychology is full of heady concepts: scaffolding, Zone of
Proximal Development, environmental arrangement, real time feedback, distributed
learning, problem-based learning. In this workshop, we’ll break down these tried
and true pedagogical approaches, discuss what makes them work, and then consider how they might be applied to games. We’ll also turn the tables on educational psychology to consider how common gaming methodologies, such as XP points,
sandbox playing, and cooperative multiplayer, can be leveraged to create intrinsic
motivation. Bottom line: we’ll explore how games and education can go hand in
hand without becoming chocolate covered broccoli.
Classroom Cataclysm: Or What Happens to "School" When Learners Become HeroesLucas Gillispie
World of Warcraft is a better "school" than school! This presentation compares traditional schooling to World of Warcraft and explains how World of Warcraft is actually being used to teach middle grades language arts in the WoWinSchool Project.
Presentation about gamification for English language teaching by Deborah Healey and Kai Liu from Oregon Teachers of English to Speakers of Other Languages (ORTESOL) Conference, Oct 12, 2013. Includes links to the companion website.
Reaching the Engagement Horizon in Virtual WorldsKarl Kapp
Games, gamification and game-based learning have entered into the vocabulary of educators, eLearning developers and instructional designers from around the global in the past few years. Games have a seductive force and are seen as a great tool in creating engaging and interactive instruction. But are they effective for learning? What does the research tell us? We’ll explore some of the research around games, gamification and virtual worlds while creating links between research and virtual world actions and interactions.
The use of games for learning seems like a good match, but we can’t blindly take it for granted. Instead, we need to explore questions to make sure the intuitive link between games, gamification and virtual worlds reaches its full potential. In this keynote, we’ll answer questions like: How does one mix virtual world and game-based learning experiences? How should games be integrated into a curriculum? Can attitudes and behavior change result from playing a game in a virtual world? What elements of games can learning designers borrow from game designers? Can flying around as a superhero in a virtual world make you a nicer person? Discover evidence-based techniques for increasing online engagement, interactivity and, most importantly, learning.
Leveraging Game Elements for Learning, Engagement, and FunKarl Kapp
Games, gamification, and game-based learning have entered into the vocabulary of trainers, eLearning developers, and instructional designers over the past few years. But the influx has left many questions: What elements from games should be used in learning design? How does one seamlessly integrate story, challenge, badges, and points into the learning process? Does competition help or hurt learning? What research exists to support game elements for learning?
This interactive presentation includes many examples of using game elements for learning. And, yes, you will play a game during this session. Discover how research-based game thinking and design can be leveraged to create effective, engaging instruction.
Case of the Disengaged Learner: New Designs for Learning ConferenceKarl Kapp
In the academic world, the terms game, gamification and engagement are becoming hot topics. But is it hype or can “thinking like a game designer” actually enhance instruction and motivate learners? In this interactive, evidence-based session, participants will engage in an instructional event that demonstrates how to pull learners into the content and help them gain the knowledge required to be successful. Along the way, they will explore the definition of gamification, the research evidence supporting its use, and how gamification compares and contrasts with active learning. Come play a polling game and discover firsthand how this approach engages learners, increases learning, and leads to desired academic outcomes.
Imagine a methodology that boosts your meetings towards an innovative process for enhancing innovation and business performance. LEGO® SERIOUS PLAY® is developed based on research which shows that hands-on, minds-on learning produces a deeper, more meaningful understanding of the world and its possibilities. It deepens the reflection process and supports an effective dialogue – for everyone in the organization.
This is a power point presentation that was presented at a community college Teaching and Learning with Technology conference. Since gamification of classes is the "new thing" this really showed how to do it "on the cheap"
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
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
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
In recent decades there have been impressive advances in our understanding of how people learn. Two of the most notable innovations to have emerged, elaboration theory and simulation gaming vastly improved the effectiveness of training...
Gamify your e learning! 6 Ways to Incorporate Gamification into eLearningLambda Solutions
Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying learning, you can harness the power of what people inherently love to do—have fun. But what is gamification and how can it be used effectively to motivate and engage learners?
Co-hosted by Paula Yunker, with 30+ years of instructional design experience—this webinar will explore what gamification is and how gamification can be used to create more meaningful, engaging and interactive eLearning experiences. We’ll discuss how you can create eLearning courses using principles of gamification that fit with your budget and we’ll also share examples of how organizations have successfully used gamification.
Topics covered are as follows. To listen to the recorded webinar, please visit: http://www.lambdasolutions.net/?p=6874
-What gamification really is
-The difference between learning games and gamification
-Using gamification to engage learners
-Getting started with gamification – what you need to know
-Six ways to incorporate elements of gamification regardless of your budget
-Successful examples of gamification in learning
Speakers: Paula Yunker, Managing Partner and instructional designer, Limestone Learning; Sean Hougan, Marketing Coordinator, Lambda Solutions
Gamification: Your Secret Weapon Against Zombie LearnersGrowth Engineering
A lack of learner engagement is the single biggest issue within the learning and development landscape. Luckily, we've got the perfect solution: Gamification. To find out the 'How?', 'What?' and 'Why?', take a look at our brand new presentation: 'Gamification: Your Secret Weapon Against Zombie Learners'.
This is a summary of some of the highlights of Carla and Corina's seminar on gamification for OLTD 509. Please note that the pictures on slides 7 and 8 are actual links to videos (if you click on them).
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.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
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.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
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 French Revolution Class 9 Study Material pdf free download
Gamifying your course
1. Gamifying your course
Colin Simpson - @gamerlearner
Please go to http://kahoot.it (on any device) and sign in using the PIN 93397
Choose a creative Nickname (not just your name) and join the game
We will begin shortly
2. How do you feel?
We’ll try that game again in a little while.
What is gamification?
What makes a game?
What does gamification look like in education?
Why should I gamify?
How can I gamify?
5. Gamification is all around us
http://static.businessinsider.com/image/540f4950eab8eaa25e65a624/image.jpg http://s1.ibtimes.com/sites/www.ibtimes.com/files/styles/v2_article_large/public/2014/09/12/apple-watch-apps-features-nike.png?itok=DwNvmIEs
7. So what is gamification?
“the application of game mechanics
to non-game activities”
(Sheldon, 2012)
8. Well what makes up a game?
What do you think are
some of the elements
that make noughts and
crosses a game?
9. Well what makes up a game?
• Rules
• Turns
• Obstacles
• Win state
• Avatars / tokens
• Players
• Competition
http://pixabay.com/p-150614/?no_redirect
10. Well what makes up a game?
A range of tasks and missions to choose from
11. Well what makes up a game?
Feedback about how well we completed a task
12. Well what makes up a game?
Information about how far we are through our quest
13. Well what makes up a game?
It could have a compelling story
http://www.mobygames.com/images/shots/l/649536-papers-please-windows-screenshot-her-husband-just-went-through.jpg
23. So why gamify my course?
To create a deeper learning experience
24. So why gamify my course?
Flow (engagement)
“the state in which people are so
involved in an activity that nothing
else seems to matter”
(Mihaly Csikszentmihalyi 1990)
28. So why gamify my course?
• Nicole Lazzaro has identified four types of fun:
• Easy fun – blowing off steam, play, games without scoring
29. So why gamify my course?
• Hard fun – challenges, mastery, overcoming obstacles
30. So why gamify my course?
• People fun – the joy of interacting with others, working in a team
31. So why gamify my course?
• Serious fun – doing things that are meaningful, good for the
family/community/planet
http://upload.wikimedia.org/wikipedia/commons/3/39/FEMA_-_29748_-_Red_Cross_volunteer_and_shelteree_in_NJ,_photography_by_Andrea_Booher.jpg
33. So why gamify my course?
Motivation – Extrinsic
Rewards from the outside
Gabe Zichermann (2011)
Status (leaderboards / competition)
http://4.bp.blogspot.com/-GdaVOKdjXU0/UnlbkSh1V0I/AAAAAAAAAEw/I9odD-2JSLg/s1600/Screen+Shot+2013-11-05+at+13.51.43.png
34. So why gamify my course?
Access (unlock new content)
35. So why gamify my course?
Power (give new abilities)
(moderate content on a website)
37. So why gamify my course?
Motivation – Intrinsic
Internal drivers
Deci, Koestner & Ryan (2001)
“the issue is how to facilitate people’s
understanding the importance of the
activity to themselves… so they will be
self motivated to perform it”
38. So why gamify my course?
Learners require: Autonomy – control of their learning path
39. So why gamify my course?
Competency – the ability to re-do assessments until they succeed
Games are all about
learning by failing and
trying again
40. So why gamify my course?
Relatedness – ability to connect to other learners and the world,
opportunities for collaboration
http://digitalcypher.com/random/larp.jpg
41. So why gamify my course?
Vockell (2008) identified 7
factors of intrinsic motivation
Challenge
Curiosity
Control
Fantasy
Competition
Collaboration
Recognition
42. So why gamify my course?
Nearly there
Malcolm Knowles (1970) identified six key factors relating to the motivating
factors driving adult learners
Need to Know: Adults need to know the reason for learning something.
Foundation: Experience (including error) provides the basis for learning
activities.
Self-Concept: Adults need to be responsible for their decisions on education;
involvement in the planning and evaluation of their instruction.
Readiness: Adults are most interested in learning subjects having immediate
relevance to their work and/or personal lives.
Orientation: Adult learning is problem-centered rather than content-oriented.
Motivation: Adults respond better to internal versus external motivators.
45. How to gamify your course
Bartle (1990) identified four main player types in multiplayer online games
http://frankcaron.com/Flogger/wp-content/uploads/2011/07/frankcaron_playerTypes_flat.png
46. How to gamify your course
Natalie Denmeade (@moodlemuse)
http://klevar.com/gamification-vs-games/
47. How to gamify your course
Natalie Denmeade (@moodlemuse)
http://bit.ly/mfm2013
48. How to gamify your course
Progress
Completion Tracking
49. How to gamify your course
Progress
Course Completion
Status block
51. How to gamify your course
Progress
Restricted Access
52. How to gamify your course
Recognition
Badges*
*Badges can be generated directly in Moodle (Wattle) but not displayed outside the online course.
There may be other institutional barriers to the use of Badges.
53. How to gamify your course
Recognition
Peer designed
and awarded
Badges or
Achievements
54. How to gamify your course
Recognition
Points and
leaderboards
Some ideas:
• Allocate points for contributions to class – face to face or online.
• List only the top three – five students each week.
• Reset the list at the end of the week so that everyone has a chance.
• Offer points for a range of activity types suiting different strengths
• Opt in system
• Students could use avatar names instead of their own
• Can be as simple as embedding a spreadsheet in your course
55. How to gamify your course
Progress
Badges and
Pathways
56. How to gamify your course
Autonomy
Pathways
What if learners
could choose their
assessment types?
What if they could
choose the level of
achievement that
they are happy
with?
57. How to gamify your course
Miscellaneous ideas
Get students to name and design avatars for the course.
(These could even be paper based)
As they complete certain tasks or make particular achievements, they
earn costume pieces or equipment for their avatar, which are on
display. (fun / progress / relevance / recognition / competition)
Frame learning outcomes as a series of puzzles with a course long
narrative – engage the students in designing the story that they will
“play”
Allow “farming” of extra credit via glossary or link contributions.
58. How to gamify your course
Shall we play a quick game?
Further notes, references and links available on
http://www.screenface.net/gamification
Feel free to chat to me via @gamerlearner or colin.simpson@cit.edu.au