Games, Interactivity and Gamification for LearningKarl Kapp
This session introduces, defines, and describes the concept of gamification, games for learning and interactivity. Kapp will dissect critical elements of games and describe how they can be applied to the design and development of interactive learning. The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. You’ll learn how to create engaging learning using game-based thinking by matching instructional content with the right game mechanics and game thinking; how to move beyond the theoretical considerations; and three methods for designing interactive learning based on concepts from games
B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...Karl Kapp
Learner engagement can be elusive. It is difficult to grab and hold a learner’s attention with so many smartphone distractions at their desk or at their fingertips. But engagement is possible through specific techniques that command attention and engage the learner.
In this session you will learn how to engage learners and how to present content using gamification techniques such as storytelling, feedback, and competition. During this session you will simultaneously learn about engagement techniques and experience them. These techniques will help you to create more engaging instruction within your own organizations or for your clients. You’ll be able to apply these simple techniques to your learning design almost immediately.
The Quest for Engaged Students: Technology, Millennials & LearninKarl Kapp
In an increasingly connected world, how does one hold the attention of students? Can the ubiquitous Smartphones and tablets actually be used to engage students instead of distracting them? Can we combine the best of traditional and modern teaching methods to create deeper learning and engagement with students? Can a lecture be redesigned to hold the attention of the students? Engagement and deep thinking is possible in a lecture by incorporating simple game elements into the instructional delivery. The result is interactive, engaging instruction which increases retention and application of learned content. Discover methods for engaging Millennials by participating in an interactive, game-like learning experience combining the technology of PowerPoint, a little imagination, and an audience response system.
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
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.
TOY - Gamification Decards - Oyunlastirma Kart Örnekleri.pdfErcan Altuğ YILMAZ
Türkiye'nin ilk Oyunlaştırma Kartları
Geleceğin iş modeli oyunların motivasyonlarını iş süreçlerine entegre etmek olan oyunlaştırma için tümüyle bizzat ülkemizin dünyadaki oyunlaştırma lideri Ercan Altuğ Yılmaz ve Gamfed Türkiye ekibi ile geliştirilen ve tümüyle ücretsiz olan oyunlaştırma modeli TOY ve oyunlaştırma kartları Gamification Decards ile siz de keşfedin ve işinize uygulayın.Oyun başlasın!
Games, Interactivity and Gamification for LearningKarl Kapp
This session introduces, defines, and describes the concept of gamification, games for learning and interactivity. Kapp will dissect critical elements of games and describe how they can be applied to the design and development of interactive learning. The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. You’ll learn how to create engaging learning using game-based thinking by matching instructional content with the right game mechanics and game thinking; how to move beyond the theoretical considerations; and three methods for designing interactive learning based on concepts from games
B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...Karl Kapp
Learner engagement can be elusive. It is difficult to grab and hold a learner’s attention with so many smartphone distractions at their desk or at their fingertips. But engagement is possible through specific techniques that command attention and engage the learner.
In this session you will learn how to engage learners and how to present content using gamification techniques such as storytelling, feedback, and competition. During this session you will simultaneously learn about engagement techniques and experience them. These techniques will help you to create more engaging instruction within your own organizations or for your clients. You’ll be able to apply these simple techniques to your learning design almost immediately.
The Quest for Engaged Students: Technology, Millennials & LearninKarl Kapp
In an increasingly connected world, how does one hold the attention of students? Can the ubiquitous Smartphones and tablets actually be used to engage students instead of distracting them? Can we combine the best of traditional and modern teaching methods to create deeper learning and engagement with students? Can a lecture be redesigned to hold the attention of the students? Engagement and deep thinking is possible in a lecture by incorporating simple game elements into the instructional delivery. The result is interactive, engaging instruction which increases retention and application of learned content. Discover methods for engaging Millennials by participating in an interactive, game-like learning experience combining the technology of PowerPoint, a little imagination, and an audience response system.
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
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.
TOY - Gamification Decards - Oyunlastirma Kart Örnekleri.pdfErcan Altuğ YILMAZ
Türkiye'nin ilk Oyunlaştırma Kartları
Geleceğin iş modeli oyunların motivasyonlarını iş süreçlerine entegre etmek olan oyunlaştırma için tümüyle bizzat ülkemizin dünyadaki oyunlaştırma lideri Ercan Altuğ Yılmaz ve Gamfed Türkiye ekibi ile geliştirilen ve tümüyle ücretsiz olan oyunlaştırma modeli TOY ve oyunlaştırma kartları Gamification Decards ile siz de keşfedin ve işinize uygulayın.Oyun başlasın!