This document discusses gamification in post-secondary education. It outlines the key elements of games - goals, rules, feedback systems, and voluntary participation. It then provides examples of gamifying a conference attendance by assigning points for various activities. It discusses experiences with gamified classrooms, including effects on grades, behavior, and evaluations. Challenges with gamification include design work, scrutiny from colleagues, and student adjustment to new systems. Suggested further readings on the topic are provided.
Advantages and disadvantages of using games for learningwalshps
This document discusses the advantages and disadvantages of using games for learning. Some key advantages are that games can engage learners through experiential learning, interaction in games helps learners understand information better, and it creates an "engaged learning design." Game design can also influence instructional design by analyzing perspective, narrative, and interactivity among learners. However, games may also present developmental challenges for learners and game culture could disadvantage learners if not designed correctly.
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.
The document outlines an agenda for a workshop on computer games in education. The workshop will cover topics such as game genres and available tools for educators, hands-on experience with games, and building a game world. Sessions will explore how games can engage students and promote active learning through techniques like practice, discovery, problem solving, role playing and more. Potential issues around games in education are also discussed.
The document defines games as voluntary activities with rules and goals that involve conflict or competition. Educational games are a type of game designed for learning that incorporate educational content and gameplay. They contain elements like voluntary participation, rules, goals, feedback, interactions that involve conflict or competition, and representations that separate the game from reality. Educational games aim to increase student motivation, understanding, participation, and attention while meeting different learning styles.
Digital games as a powerful tool in learning 0.1isholdt
The document discusses how digital games can be effective learning tools. It explains that games provide immersive environments where players use information to develop knowledge and skills through imitation, experimentation and practice. The document also discusses how games motivate learning through features like clear goals, immediate feedback, meaningful choices and rewards. It suggests games are good at simulating environments and situations to encourage problem-solving skills.
Designing online learning like a game: Quests, challenges and badgesLarysa Nadolny
This document discusses using game elements like quests, challenges, and badges in online course design. It lists common game attributes and elements that can be incorporated, such as assessments, rewards, leaderboards, and instant feedback. The document provides tips for implementing game-based learning in a course, such as starting slowly, using a learning management system, making achievements clear, and balancing extrinsic and intrinsic motivators. It emphasizes playtesting the game elements by playing the course design.
This document provides tips and tools for educators to create game-inspired learning experiences in the classroom. It discusses key elements of games like goals, rules, challenges and feedback. It encourages incorporating story elements, role-playing, choice, chance, and rewards into lessons. The document also provides examples of tools that can help, such as Google Apps, badging tools and classroom tools. It highlights an example of a teacher who created an engaging game for his students based on One Flew Over the Cuckoo's Nest. Overall, the document offers guidance on how to gamify lessons while rethinking assessment and having fun.
Advantages and disadvantages of using games for learningwalshps
This document discusses the advantages and disadvantages of using games for learning. Some key advantages are that games can engage learners through experiential learning, interaction in games helps learners understand information better, and it creates an "engaged learning design." Game design can also influence instructional design by analyzing perspective, narrative, and interactivity among learners. However, games may also present developmental challenges for learners and game culture could disadvantage learners if not designed correctly.
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.
The document outlines an agenda for a workshop on computer games in education. The workshop will cover topics such as game genres and available tools for educators, hands-on experience with games, and building a game world. Sessions will explore how games can engage students and promote active learning through techniques like practice, discovery, problem solving, role playing and more. Potential issues around games in education are also discussed.
The document defines games as voluntary activities with rules and goals that involve conflict or competition. Educational games are a type of game designed for learning that incorporate educational content and gameplay. They contain elements like voluntary participation, rules, goals, feedback, interactions that involve conflict or competition, and representations that separate the game from reality. Educational games aim to increase student motivation, understanding, participation, and attention while meeting different learning styles.
Digital games as a powerful tool in learning 0.1isholdt
The document discusses how digital games can be effective learning tools. It explains that games provide immersive environments where players use information to develop knowledge and skills through imitation, experimentation and practice. The document also discusses how games motivate learning through features like clear goals, immediate feedback, meaningful choices and rewards. It suggests games are good at simulating environments and situations to encourage problem-solving skills.
Designing online learning like a game: Quests, challenges and badgesLarysa Nadolny
This document discusses using game elements like quests, challenges, and badges in online course design. It lists common game attributes and elements that can be incorporated, such as assessments, rewards, leaderboards, and instant feedback. The document provides tips for implementing game-based learning in a course, such as starting slowly, using a learning management system, making achievements clear, and balancing extrinsic and intrinsic motivators. It emphasizes playtesting the game elements by playing the course design.
This document provides tips and tools for educators to create game-inspired learning experiences in the classroom. It discusses key elements of games like goals, rules, challenges and feedback. It encourages incorporating story elements, role-playing, choice, chance, and rewards into lessons. The document also provides examples of tools that can help, such as Google Apps, badging tools and classroom tools. It highlights an example of a teacher who created an engaging game for his students based on One Flew Over the Cuckoo's Nest. Overall, the document offers guidance on how to gamify lessons while rethinking assessment and having fun.
The document presents on problem solving and discusses various aspects of the problem solving process. It defines a problem as "a question to be answered" and notes that problem solving is an important managerial skill. It emphasizes the importance of properly identifying and formulating the problem. Problem identification involves understanding the real problem, while formulation is the process of building a model to discriminate relevant from irrelevant data. The document also examines cognitive processes involved like thinking, conceptualization, problem solving, and decision making. It provides examples to illustrate different types of problem formulation models and strategies for improving problem identification.
The document discusses the concept of gamification, which involves adding game mechanics and elements to activities that are not typically considered games. Some benefits of gamification mentioned include stimulating emotions, being pedagogically sound, and motivating learning and engagement. The document outlines some core principles of gamification related to motivation and rewards. It also describes a gamification design framework involving defining objectives, target behaviors, players, activity loops, and appropriate tools. Finally, it provides some practical examples and references related to implementing gamification in Moodle.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
Computer Engineering Students’ Readiness and Motivations for Using Dialog Gam...ilkyen
This PPT investigates computer engineering students’ readiness and motivations for using dialog games for collaborative learning activities. Students’ readiness and motivations are measured by applying a questionnaire and “intrinsic motivation inventory”. The intrinsic motivation inventory is used to assess students’ subjective motivations related to a using dialog games in collaborative learning activities.
This document discusses using games for learning and teaching. It defines a game as a system where players engage in an artificial conflict with rules that results in a quantifiable outcome. Games typically have goals, limitations, player input, and are fun. The document advocates incorporating gaming mechanics into education to increase learner engagement, motivation, and enjoyment. Both students and teachers provided positive feedback, finding that games make learning happier and students are more motivated and concentrated. Games can be a supportive teaching tool to consolidate knowledge.
This document discusses a collaborative educational tool for helping classrooms work on Venn diagrams. It provides user data from a test of the tool that shows students found the drag and drop and delete functions easy to use but had issues with the color scheme and font. User feedback suggests making it more colorful, allowing images, and optimizing it for touch devices. The tool aims to better engage students in the learning process compared to traditional whiteboards.
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
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
The document discusses different theories related to games and play, including flow theory, developmental theory, and rhetorics of play theory. It also discusses how principles of instructional design and problem-based learning can inform the design of good games for learning. Well-designed games that include goals, rules, feedback, interaction and storylines have the potential to effectively support learning. Stealth assessment in games can also help with instructional decisions.
Game consoles can increase student engagement and motivation in the classroom by appealing to their natural inclination towards play and imagination. Games provide fantasy, challenge, and curiosity which motivate learning. Teachers have also noted that games help develop strategic thinking, planning, communication, problem solving, and other skills. However, games may also distract students from learning objectives or encourage competitiveness over collaboration. Effective use of games requires clear learning goals and sufficient familiarization time for both students and teachers.
The document discusses a proposed website project aimed at helping creative individuals overcome writer's block. It would do so by presenting curated images grouped by emotional themes to stimulate imagination and spark new ideas. The creator planned to take their own photos, organize them by emotion, and get feedback on how effectively the images and color schemes evoked feelings. The goal was to boost the brainstorming process and catalyze creative breakthroughs for struggling writers.
The software provides literacy and numeracy activities to help children complete puzzles and find treasure. It offers positive feedback and encouragement. However, it only runs on iPads and does not save progress or allow for much creativity or choice. The software aligns with early learning outcomes but has limited accessibility and replay value.
The document discusses a proposed website project aimed at helping creative individuals overcome writer's block. It would do so by presenting curated images grouped by emotional themes to stimulate imagination and spark new ideas. The proposed site would display the images in a slideshow format with viewers asked to evaluate how effectively each image conveys its intended emotion based on criteria like color, ability to elicit memories, and whether it "works" as a whole slide. The goal is to boost the brainstorming process and catalyze creative breakthroughs for struggling writers.
The Classroom Story is an instructional approach that uses a shared narrative experience and game elements to increase student engagement. The teacher acts as the storyteller, creating a plot that students engage with by becoming characters and authors within the story. Students record events from their character's perspective. This approach stimulates collaboration as students interact with shared story events. It allows for flexible, student-driven learning as the story cannot be fully planned and produces unexpected student work. The Classroom Story encourages critical thinking, citizenship, technology use, collaboration, communication and creativity.
The document summarizes an evaluation of the educational software game "Diego's Underwater Adventure". The evaluators played the game and analyzed it based on several criteria. They found that the game was too long, repetitive and lacked difficulty levels, feedback, and opportunities for social interaction or learner choice. While it covered some educational topics, the evaluators determined it would not keep young children engaged and recommended against using it in a classroom setting.
James Paul Gee is an instructor at the University of Wisconsin who researches ways to incorporate gaming strategies into education. He believes video games can engage and challenge players in the same way education seeks to do. Gee identified 15 principles of learning found in video games, such as identity, interaction, production, and risk-taking, that could be applied to education to improve learning outcomes. The principles encourage system thinking, exploration, and collaboration similar to strategies used in popular video games.
Distributed learning at the university of saskatchewanCOHERE2012
The document discusses distributed learning at the University of Saskatchewan and strategies for the future. It notes some barriers to adopting blended learning like faculty reluctance and a lack of strategic direction. However, it also highlights strengths like existing online infrastructure and initiatives. Successful examples of blended learning at the U of S include the nursing undergraduate degree program delivered across multiple sites and the School of Physical Therapy's use of ePortfolios. The document calls for developing a university-wide strategy for distributed learning to encourage greater adoption of blended approaches and expand access to education.
The document discusses the concept of multi-access learning, which allows students flexible access to courses through face-to-face, online, or hybrid modalities. It notes students strongly prefer having a choice in modality and the importance of this choice. Data from pilot programs found most students' quality of learning stayed the same or increased with multi-access, and it helped with recruitment by attracting more and higher quality applicants. The approach addresses issues with declining enrollments by expanding access to new markets.
The checkpoint model aims to increase student engagement, understanding, and retention through the use of guided checkpoints during labs and classes. Checkpoints consist of questions that students work through in groups with TA consultation. This allows students to test their understanding before moving forward. The model has been implemented in various courses at two universities, leading to increased attendance at office hours, deeper engagement with material, and improved overall marks. Initial implementation requires extra training for TAs and preparation of checkpoint materials.
Keynote 2 designing university teaching to meet the needsCOHERE2012
This document discusses blended and hybrid learning strategies for higher education. It provides examples of blended courses that incorporate online content delivery and live lectures. The document examines factors to consider when deciding what type of blended approach is suitable, such as teaching philosophy, student needs, subject discipline demands, and available resources. Web 2.0 technologies are changing education by allowing more student-generated content, collaboration, and knowledge construction. Advanced blended course designs focus on developing 21st century skills through open content, multimedia projects, and e-portfolios.
The document presents on problem solving and discusses various aspects of the problem solving process. It defines a problem as "a question to be answered" and notes that problem solving is an important managerial skill. It emphasizes the importance of properly identifying and formulating the problem. Problem identification involves understanding the real problem, while formulation is the process of building a model to discriminate relevant from irrelevant data. The document also examines cognitive processes involved like thinking, conceptualization, problem solving, and decision making. It provides examples to illustrate different types of problem formulation models and strategies for improving problem identification.
The document discusses the concept of gamification, which involves adding game mechanics and elements to activities that are not typically considered games. Some benefits of gamification mentioned include stimulating emotions, being pedagogically sound, and motivating learning and engagement. The document outlines some core principles of gamification related to motivation and rewards. It also describes a gamification design framework involving defining objectives, target behaviors, players, activity loops, and appropriate tools. Finally, it provides some practical examples and references related to implementing gamification in Moodle.
The opening song to the 80's sitcom, Cheers, reminds us that we all need a space where we're welcomed, valued, and part of a community. Ray Oldenburg calls these Third Places. For many of our students today, Minecraft and other multiplayer online games, have become that third place. This year, I launched a 24/7 Minecraft server for our district's students. This presentation shares how it has become both a third place and a world that fosters powerful, informal learning!
Computer Engineering Students’ Readiness and Motivations for Using Dialog Gam...ilkyen
This PPT investigates computer engineering students’ readiness and motivations for using dialog games for collaborative learning activities. Students’ readiness and motivations are measured by applying a questionnaire and “intrinsic motivation inventory”. The intrinsic motivation inventory is used to assess students’ subjective motivations related to a using dialog games in collaborative learning activities.
This document discusses using games for learning and teaching. It defines a game as a system where players engage in an artificial conflict with rules that results in a quantifiable outcome. Games typically have goals, limitations, player input, and are fun. The document advocates incorporating gaming mechanics into education to increase learner engagement, motivation, and enjoyment. Both students and teachers provided positive feedback, finding that games make learning happier and students are more motivated and concentrated. Games can be a supportive teaching tool to consolidate knowledge.
This document discusses a collaborative educational tool for helping classrooms work on Venn diagrams. It provides user data from a test of the tool that shows students found the drag and drop and delete functions easy to use but had issues with the color scheme and font. User feedback suggests making it more colorful, allowing images, and optimizing it for touch devices. The tool aims to better engage students in the learning process compared to traditional whiteboards.
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
The document summarizes research into game ideation practices. It finds that game ideas often arise from solitude and are developed by sharing them with others. Informal practices like seeking inspiration from various sources are common, while formal techniques like brainstorming can present challenges. Game ideas range from short concepts to detailed designs, and selecting and evaluating ideas is difficult. Education and acknowledging organic practices could help ideation.
The document discusses different theories related to games and play, including flow theory, developmental theory, and rhetorics of play theory. It also discusses how principles of instructional design and problem-based learning can inform the design of good games for learning. Well-designed games that include goals, rules, feedback, interaction and storylines have the potential to effectively support learning. Stealth assessment in games can also help with instructional decisions.
Game consoles can increase student engagement and motivation in the classroom by appealing to their natural inclination towards play and imagination. Games provide fantasy, challenge, and curiosity which motivate learning. Teachers have also noted that games help develop strategic thinking, planning, communication, problem solving, and other skills. However, games may also distract students from learning objectives or encourage competitiveness over collaboration. Effective use of games requires clear learning goals and sufficient familiarization time for both students and teachers.
The document discusses a proposed website project aimed at helping creative individuals overcome writer's block. It would do so by presenting curated images grouped by emotional themes to stimulate imagination and spark new ideas. The creator planned to take their own photos, organize them by emotion, and get feedback on how effectively the images and color schemes evoked feelings. The goal was to boost the brainstorming process and catalyze creative breakthroughs for struggling writers.
The software provides literacy and numeracy activities to help children complete puzzles and find treasure. It offers positive feedback and encouragement. However, it only runs on iPads and does not save progress or allow for much creativity or choice. The software aligns with early learning outcomes but has limited accessibility and replay value.
The document discusses a proposed website project aimed at helping creative individuals overcome writer's block. It would do so by presenting curated images grouped by emotional themes to stimulate imagination and spark new ideas. The proposed site would display the images in a slideshow format with viewers asked to evaluate how effectively each image conveys its intended emotion based on criteria like color, ability to elicit memories, and whether it "works" as a whole slide. The goal is to boost the brainstorming process and catalyze creative breakthroughs for struggling writers.
The Classroom Story is an instructional approach that uses a shared narrative experience and game elements to increase student engagement. The teacher acts as the storyteller, creating a plot that students engage with by becoming characters and authors within the story. Students record events from their character's perspective. This approach stimulates collaboration as students interact with shared story events. It allows for flexible, student-driven learning as the story cannot be fully planned and produces unexpected student work. The Classroom Story encourages critical thinking, citizenship, technology use, collaboration, communication and creativity.
The document summarizes an evaluation of the educational software game "Diego's Underwater Adventure". The evaluators played the game and analyzed it based on several criteria. They found that the game was too long, repetitive and lacked difficulty levels, feedback, and opportunities for social interaction or learner choice. While it covered some educational topics, the evaluators determined it would not keep young children engaged and recommended against using it in a classroom setting.
James Paul Gee is an instructor at the University of Wisconsin who researches ways to incorporate gaming strategies into education. He believes video games can engage and challenge players in the same way education seeks to do. Gee identified 15 principles of learning found in video games, such as identity, interaction, production, and risk-taking, that could be applied to education to improve learning outcomes. The principles encourage system thinking, exploration, and collaboration similar to strategies used in popular video games.
Distributed learning at the university of saskatchewanCOHERE2012
The document discusses distributed learning at the University of Saskatchewan and strategies for the future. It notes some barriers to adopting blended learning like faculty reluctance and a lack of strategic direction. However, it also highlights strengths like existing online infrastructure and initiatives. Successful examples of blended learning at the U of S include the nursing undergraduate degree program delivered across multiple sites and the School of Physical Therapy's use of ePortfolios. The document calls for developing a university-wide strategy for distributed learning to encourage greater adoption of blended approaches and expand access to education.
The document discusses the concept of multi-access learning, which allows students flexible access to courses through face-to-face, online, or hybrid modalities. It notes students strongly prefer having a choice in modality and the importance of this choice. Data from pilot programs found most students' quality of learning stayed the same or increased with multi-access, and it helped with recruitment by attracting more and higher quality applicants. The approach addresses issues with declining enrollments by expanding access to new markets.
The checkpoint model aims to increase student engagement, understanding, and retention through the use of guided checkpoints during labs and classes. Checkpoints consist of questions that students work through in groups with TA consultation. This allows students to test their understanding before moving forward. The model has been implemented in various courses at two universities, leading to increased attendance at office hours, deeper engagement with material, and improved overall marks. Initial implementation requires extra training for TAs and preparation of checkpoint materials.
Keynote 2 designing university teaching to meet the needsCOHERE2012
This document discusses blended and hybrid learning strategies for higher education. It provides examples of blended courses that incorporate online content delivery and live lectures. The document examines factors to consider when deciding what type of blended approach is suitable, such as teaching philosophy, student needs, subject discipline demands, and available resources. Web 2.0 technologies are changing education by allowing more student-generated content, collaboration, and knowledge construction. Advanced blended course designs focus on developing 21st century skills through open content, multimedia projects, and e-portfolios.
Not quite damascus a seasoned instructor's virtual journeyCOHERE2012
This document summarizes a presentation given by Panteli Tritchew about their journey to teaching online. Tritchew had resisted online teaching for over 30 years as a faculty member but was prompted to try it to support their wife. The presentation discusses the resistance Tritchew faced at the individual, department, faculty, and institutional levels. It also outlines the support received, including from their department chair and colleagues, as well as technical and training support from the university. Tritchew concludes they enjoyed the challenge of online teaching and felt supported, and plans to teach online again in the future.
The development of a sustainable quality e learning programCOHERE2012
The document summarizes a project to develop sustainable, quality blended learning programs across faculties of health and liberal arts at a university. It describes conducting faculty workshops on blended learning, piloting blended versions of 8 courses, and evaluating the courses using rubrics and student/faculty surveys. The evaluation found blended learning increased accessibility and flexibility for students while mostly maintaining or improving engagement and learning outcomes. Key lessons were that online activities must be meaningful and properly weighted, and not create an excessive workload for instructors or students.
A case study of the challenges of teaching english compositionCOHERE2012
This document discusses the challenges and strategies for teaching English composition courses in a blended format at DeVry Institute of Technology in Calgary. It outlines DeVry's approach to blended learning and describes their developmental English courses (ENGL 032 and ENGL 092) and credit-bearing courses (ENGL 112 and ENGL 135). For the developmental courses, it emphasizes building students' computer literacy and facilitating a paradigm shift to blended learning. For the credit-bearing courses, it discusses strategies to develop students' collaborative and self-directed learning skills in a blended environment.
On line and on-site - two sides of a mirrorCOHERE2012
This document summarizes a teaching enhancement program for internationally educated academics at a Canadian university. It describes the program's development, blended online and in-person delivery, curriculum covering practical teaching skills and cultural adaptation, and positive outcomes. The program used adult learning principles and helped its 21 participants from diverse backgrounds gain instructional skills and confidence, build a learning community, and facilitate active, culturally-sensitive teaching.
This document discusses developing a sense of community in blended learning environments. It explains that research shows people learn best through social interaction. The "Community of Inquiry" model outlines three presences - teaching, social, and cognitive - that are important for building community. Specific strategies are presented for instructional design of online components, establishing social presence, and evolving online discussions in class. Examples from extension courses demonstrate focusing on details, profiles to connect learners, and moderating discussions to develop trust and engagement over time. The conclusion emphasizes that community is about relationships between people more than the technology itself.
Investigating a blended model of virtual and live simulated patientCOHERE2012
This study investigated using a blended model of virtual and live patient simulations to help pharmacy students improve their patient information gathering skills. Students participated in simulated patient cases using different blends of virtual and live patients. Their information gathering skills were assessed before and after using standardized evaluations. The results did not show a significant difference between groups that used different blends. However, students reported that virtual patients helped reinforce learning but not replace live patients. Going forward, the researchers plan to create a bank of virtual cases and integrate them with guided discussions to better support student learning.
Task based learning in a blended environmentCOHERE2012
This document discusses aligning teaching philosophy and practice through a shift from lecture-based teaching to task-based learning. It describes Jane Vella's framework for task-based learning, which involves open-ended learning tasks, questions that promote reflection and critical thinking, and integrating new content. The author reflects on applying this framework to make their teaching more engaging for students and better aligned with their philosophy of participatory and transformative education.
Evolution of the blended learning environmentCOHERE2012
The document discusses the evolution of blended learning environments at the University of British Columbia. It describes various methods that have been used to incorporate hybrid components into courses, including lecture capture, voiceover PowerPoints, screen capture lectures, and collaborative annotation. Each method is analyzed using the ADDIE process to evaluate strengths, weaknesses, and opportunities for improvement based on instructor and student feedback. The university aims to enhance engagement, teaching effectiveness, and capacity while complying with strategic plans through an iterative design process.
This document describes Kwantlen Polytechnic University's Blended Learning BSN program. The program uses online learning enhanced with interactive technologies and apps, combined with intensive on-campus residencies and simulations labs. Students complete their courses online, with theory concentrated in the online portions. Residencies in semesters 1, 3, and 7 provide intensive hands-on practice in labs and clinical placements. Nursing skills are first taught online, then practiced in labs and applied during residencies. The blended model aims to provide rich, engaging content online while maintaining connections through visits, mentors, and face-to-face components.
Keynote 1 meeting the challenge of technologyCOHERE2012
The document discusses challenges in managing learning technologies in higher education. It analyzes case studies that found issues like a lack of strategic planning, inadequate resources, and poor governance structures. Effective management of learning technologies requires clear goals, appropriate resources, training for instructors and administrators, and a governance model that supports decision-making.
Moving toward pedagogical change faculty, teaching with technology and leader...COHERE2012
This document discusses leadership strategies for facilitating pedagogical change through the use of technology in higher education. It argues that teaching must become a central focus that is rewarded and supported. Effective pedagogical development requires open communication, critical reflection, establishing an inquisitive community. Leadership must manage innovation, maintain relationships, embrace network environments, and ensure a transition to new teaching and learning models. Leaders need strong character, vision communication skills, and the ability to manage change and assist stakeholders through transformation.
This document discusses the evolution of learning environments for digital native students. It summarizes annual surveys of undergraduate students regarding their use of technology both for coursework and personal use. The surveys found high rates of device ownership but lower rates of in-class use. By 2011, over 90% of students owned laptops but only 68% brought them to class. Similarly, while smartphone ownership increased to over 80%, only 19.6% used them in class. The document questions whether students are truly connected to their learning and if classes are connected to students. It outlines ongoing and future research projects regarding faculty adoption of technology, online testing, and learning environment evaluations.
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"
This document discusses many elements that should be considered when designing an instructional game, including goals, rules, objectives, stories, feedback, time, replayability, conflict/competition/cooperation, rewards, aesthetics, and uncertainty. Goals and rules define how the game is played, objectives provide motivation, stories provide context, and feedback, rewards, and leaderboards encourage learning and improvement. Additional elements like time, replayability, social aspects, and visual design help with engagement and enjoyment. Uncertainty can enhance the learning experience if implemented appropriately. The document recommends allowing failure, multiple attempts, and focusing on learning from mistakes.
An aim of the Curriculum for Excellence is to develop successful learners. This seminar considers how to create a climate for successful learning and how to recognize children’s progress in this area. The seminar is based on a case study about the benefits of educational game design in a primary school classroom. Our case study demonstrates that children find making their own computer games extremely motivating. They clearly enjoyed meeting the challenge of mastering the technology to express their own ideas.
http://www.ltscotland.org.uk/slf/previousconferences/2007/seminars/usingcomputergamedesigntofostersuccessfullearners.asp
This document provides guidance for using business simulations in the classroom. It outlines a step-by-step process for introducing and playing a simulation over multiple class periods. The process includes introducing the simulation, having students play the first round, reviewing results, and assigning further play for homework. In subsequent classes, instructors should review previous rounds, have students play in groups, and provide guidance as they play. By the fourth class, the learning curve should be overcome and students will be analyzing and synthesizing the simulation at higher levels. The document concludes by recommending celebrating the winning students and assessing the simulation experience.
Introduction to the concept of gamification, a discussion with a Minecraft expert, and a case study of the Velvet Throne gamification of a TAFE Certificate III and IV in Digital Media. Presented to WSI Institute of TAFE on December 4th 2014.
Stinkin' Badges: Why We Need 'Em and How to Use 'EmKelvin Thompson
Listen to session audio while manually viewing slides at: http://ofcoursesonline.com/?p=408. Presentation w/ Rudy McDaniel and Joseph Fanfarelli at 2014 Information Fluency Conference.
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.
The document discusses gamifying online classes by applying game design elements and techniques. It provides 10 steps to gamify a class, including starting with class objectives, creating module objectives and skills, designing badges for achievement levels, creating a backstory, deciding content for each level, designing student interaction, and motivating students. Key ideas are to allow learning from mistakes and get students contributing through discussions and surveys. The purpose is to increase student engagement and provide immediate feedback on progress by using principles of competition, achievement and collaboration common in game design.
The document summarizes a project involving 7 universities that aimed to evaluate the use of serious games for learning. As part of the project, the author was tasked with creating game scenarios and communicating with team members. While collaboration between some team members was positive, there were also negative outcomes like insufficient contact from others and problems with passwords and collaboration. To improve future projects, the author recommends better communication between international team members and more organized time management. Overall, the author felt they succeeded in completing the project successfully.
The document summarizes a project involving 7 universities that aimed to evaluate the use of serious games for learning. As part of the project, the author was tasked with creating game scenarios and communicating with team members. While collaboration between some team members was positive, there were also negative outcomes like insufficient contact from others and problems with passwords and collaboration. The author provides recommendations for improving communication between team members and better time management for future projects.
The document discusses using games to help teams better understand story points and improve estimation practices. It describes common misconceptions around story points and provides examples of games like "Throw the Cat" and Planning Poker that involve estimating tasks to promote shared understanding. These games encourage participation, prevent domination by certain individuals, and help ensure estimates reflect the full team's perspective rather than just one or two people. The document emphasizes leaving time after games to discuss lessons learned and how they can apply to future planning and estimation sessions.
Gamefication: Design approaches to motivate learning onlineAndrew Deacon
This document discusses gamification approaches to motivate online learning. It defines gamification as using game mechanics outside of games to engage people and solve problems. The document outlines gameful design thinking principles and software tools like Mozilla Open Badges. It also provides an example of applying gamification concepts like badges and progress tracking to a Global Citizenship course at UCT. The conclusion emphasizes drawing on good design principles and making learning achievements and connections more visible through differences in online interfaces and representation in digital portfolios.
This document outlines the syllabus and weekly schedule for a course on gaming and media design for learning, including assignments such as designing a digital game, analyzing existing educational games, and discussing how games can be incorporated into classroom instruction. It introduces concepts like digital game-based learning and Bloom's Digital Taxonomy, and provides examples of existing educational games that teach various subjects in an engaging way through gameplay.
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.
Randy Kulman - Using Popular Video Games to Improve Executive Functions and S...SeriousGamesAssoc
Presenter: Randy Kulman, President, LearningWorks for Kids
Video games can improve a variety of cognitive skills such as attention, fluid reasoning, and processing speed. Recent studies have also demonstrated how playing selected video games can directly improve executive functioning and social emotional learning skills, keys for problem solving, collaboration, and self control. This presentation will review the research connecting video game play and improvements seen on skills such as cognitive flexibility, working memory, and social awareness. In addition, it will identify dozens of popular games including Minecraft, Portal 2, and Angry Birds where executive and SEL skills are practiced. Then the presentation will identify methods for transforming game-based skills into real world competencies. Specific previewing, metacognitive, and generalization strategies that optimize skill development from game play will be explored. Suggestions for game publishers for modding popular games and embedding generalization strategies in order to improve executive functioning and SEl skills into games will be discussed.
Gamification in practice discusses using gamification to enhance learning and engagement. It describes using gamification for onboarding, accelerated learning workshops, and a talent simulation board game. Gamification mechanics like teams, leaderboards, levels and physical game play are used to make learning fun. The document also discusses motivation factors in gamification like autonomy, mastery and purpose. It outlines different player types and how they enjoy acting on content or interacting with people.
Agile Methods For Applying Addie To Game Development Final Presentationsusanidsi
The document discusses using agile methods to develop serious games for training. It proposes an iterative development process involving multidisciplinary teams and the customer. The research aims to develop an empirically validated framework for pedagogically sound game-based training systems along with effective authoring and assessment tools. The final section discusses benefits and challenges of the agile approach and emphasizes designing experiential learning through games.
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1. The document provides an invitation and overview of the Sauder Learning Labs at the University of British Columbia, a disruptive learning space that is 1 year old.
2. The conceptual design of lab DL 009 includes 4 modes - local/boardroom, CEO/instructor, "Truman Show" and group global - to support teams, collaboration and problem solving.
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This document describes a blended learning program called the Teaching Faculty Scholars Program at Vancouver Island University. The program aimed to build faculty members' professional capacity through a combination of online modules and face-to-face sessions throughout the year. Key elements of the program included online discussions, activities and reflections before each face-to-face session. The face-to-face sessions allowed participants to share their work and get feedback. Evaluations found that the blended approach helped build an online learning community and increased participants' confidence, enthusiasm and interest in scholarship of teaching and learning. However, maintaining participant engagement throughout the year-long program was challenging.
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The document discusses the challenges of cost and scalability in education as well as potential solutions using online courseware and learning analytics. It describes Acrobatiq, a Carnegie Mellon University venture, that aims to create financially sustainable and more rapidly innovative courseware that can reach more learners. The document outlines plans to partner with institutions, develop authoring tools, conduct A/B testing on courseware design, and integrate student dashboards and personalized learning based on individual learner differences.
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This document discusses digital tools that can be used to disrupt habitual ways of thinking and enhance creativity. It describes several digital tools, including digital postcards, Twitter, a quote wall, Skype, Google Docs, and Prezi. These tools can be used to collaboratively share ideas, present information in unexpected ways, and spark new perspectives when working with others in different locations. The document advocates embracing the present moment and seeing it as a place for change, rather than solely preparing for an unknown future.
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This document discusses the challenges and responses involved in supporting a new collaborative Bachelor of Nursing program between multiple institutions. Key challenges included differing institutional cultures, systems, schedules, and unanticipated issues with videoconferencing across locations. Responses involved listening to different perspectives, identifying inter-departmental solutions, collaborative meetings, and staffing adjustments. The short startup timeline and need to integrate non-nursing courses also presented difficulties requiring instructional designers to take on fluid roles and accelerate online course development.
Course Design on the Fly, Supporting a New Colloaborative Nursing Program (My...
How to level up an assessment
1. How to Level Up an Assessment:
Gamification in Post Secondary
Education
Anastasia Kulpa
October 18, 2012
2. What is a game anyways?
Basically, games have 4 elements:
-a goal, which focuses the attention of players and provides a sense of
purpose
-rules which limit ‘how’ you can get to the given goal, these unleash
creativity and develop strategic thinking
-a feedback system identifying how close players are to the goal, which
provides motivation, and works as a promise the goal is achievable
-voluntary participation – people can choose to play, or not, and choose
to willingly accept goals, rules, and feedback system – creates games as
a safe, fun activity
-McGonigal, 2011, p. 19-21
3. Gamifying Conference Attendance
10 points is SUCCESS, 15 points makes you a SUPERSTAR
o 2 points for attending the opening reception
o 1 point for attending a presentation in each concurrent session
o 1 point for each time you tweak/change something you do as a result
of what you learn
o 1 point for each time you speak to a presenter/panelist after a session
o 2 points for each new person you meet and talk to about education
o 1 point for attending the opening plenary session
o 1 point for attending the closing panel
o 3 points for building a collaboration/arranging to share resources later
o 5 points for offering a presentation to share your knowledge
4. Experiencing gamified classrooms
-prior experience with games (WoW, Farmville)
-feelings of competence/mastery
-cost of failure
-feelings of progress
-autonomy
-multiple roads to success
-student engagement
-attendance
-completion of work loads
6. Results of a Gamified Classroom
-grades
-Fs, Ds, Cs in about the same proportion
-Bs almost all gone – move to A-range
-behaviour
-risk-taking (oral presentations)
-planning early for desired grades
-student evaluations
-polarised, suggestions for implementation
-grading
-spread out over the semester
7. Challenges with this kind of system
-design work
-what does an oral presentation equal to a paper look like?
-scrutiny from colleagues
-Are you just making the class way easier?
-having to justify every choice you make
-student adjustment to a new system
-tools for designing course engagements
-pacing
-anxiety of ‘everything at the end of the semester’
-time below the ‘passing’ threshold
8. Places to start reading:
McGonigal, Jane, 2011, Reality is Broken : Why Games
Make us Better and How They Can Change the
World, New York: The Penguin Press
*** Jane McGonigal also presented an amazing TED talk
on the subject (with almost 2 million views) ‘Gaming can
make a better world’ – available at TED.com
Sheldon, Lee, 2012, The Multiplayer Classroom: Designing
Coursework as a Game, Boston: Cenage Technology
9. Questions? Want to read the publication when it’s done?
Anastasia Kulpa
Grant MacEwan University
KulpaA2@macewan.ca
Editor's Notes
-these elements of definition work for all games – you can talk about every game – from ‘tag’ to ‘Cranium’ to the biggest video games you can think of-where these games differ isn’t so much in whether these elements exist or not, generally, we judge the ‘quality’ of games based on the degree to which these are demonstrated – a clear goal is better than a vague one, rules that are easy to follow are better than ones that aren’t, feedback about progress is generally better if it’s provided faster, and certainly games we WANT to play, and have a real choice to engage with, tend to be more fun-these criteria can also be applied, in many ways, to school – but what we get isn’t pretty-goals exist – demonstrating mastery of a set of material to a given standard, etc. but they’re ill defined – is ‘mastering fractions’ or ‘getting in to university’ the goal? And do the same goals apply to all students? What does ‘winning’ look like for students? Personal bests? Comparisons to others, etc.-rules limit how students can do that – you can’t copy, which we generally accept, but these rules aren’t well-designed to express the creativity and strategic thinking of good games – because really, how many ways can you demonstrate knowledge on a multiple choice test?-feedback systems tells students how they’re doing – an A tells you you’re meeting goals, a C tells you you aren’t doing as well – but often, these don’t identify skills you’re building, and many aren’t that great at providing motivation – because once you bomb that first midterm, there are few ways to make up the marks, so you stop trying (and many teachers only mark things that are wrong…)-participation is, at least in theory, voluntary – at university, certainly, students choose to be there – they choose to attend and choose their courses, and in elementary and secondary levels, we can force students to attend but we can’t force them to ‘play the game’ and learn things-this is where I came to gamification – the idea that, basically, school was a game, but if anyone tried to sell it as a game, they’d be bankrupt because it’s not a very engaging one – my brother has always loved games – video games in adolescence, and now, primarily board games – he’ll play them for long hours, and is actually really, really good at a lot of them, but this is the same kid who wouldn’t spend 15 minutes doing math homework, and it’s a pattern I see in many people in my life – my husband, at one point, played 15 hours of Warcraft a week, and was on his computer an hour early to make sure he was prepared for the session he was going to play with people he’d never met in ‘real life’ – and would never study for an exam more than the night before, and then, only grudgingly-concluded something about games – and, as educators, we might as well learn from the game designers – each company has several PhDs in psychology employed full time to develop mechanisms to get people to play, and keep playing, and to keep them happy to do it – they do it to make gaming an enormous industry, but if I can capture even a tenth of that, my students would likely do a heck of a lot better in their courses – and since school has all the elements of a game anyway, it makes sense to look to the people who’ve made gaming a billion dollar a year industry to learn to make education a better game Preliminary exploration of this idea of gamification – there are lots of holes in the literature – focus on video games, been written more by game designers than educators (so there are lots of subjects that haven’t been covered yet) – how the literature goes…
Effectively what I did in my classes last year, with different point totals, and tasksAllowed students to choose what they’re good at – writing, speaking, short assignments, long ones, etc., in much the same way as different people are going to do different things in order to make a conference experience ‘valuable’ to them, some will listen, some will meet new people, some will present, some will build collaborations, etc.Idea is you create tasks, and let students work within that system – I can really encourage people to do what I think are more valuable learning tasks by changing how many points they’re worth (on the list above you can tell I think building collaborations and offering presentations are more important than simply attending sessions)Within that system, participants (i.e. students) make their own choices – you can help them design approaches, or make suggestions, but do not dictate what’s essential – for example, in the system above, you could, in theory, be a conference superstar WITHOUT attending a single sessionFor that freedom to work, you need to build in enough possibilities to allow someone to skip any one of the tasks This is my version, for other adaptations (requiring x number of points in certain areas, for instance), see Lee Sheldon’s book, The Multiplayer Classroom
-the experiences which are identified as salient in a gamified classroom are one of the places where literature on gamification butts up against a lot of other literature – literature about student engagement, about feelings of self-esteem and competence, and literature about the importance of student autonomy – which can touch on ideas like democracy in education like Noelle was talking about – the idea of making meaningful choices that affect your experience-one of the big things that comes up about learning in games is the idea of the cost of failure – in a video game, if you make a mistake, and your character dies, you go back to a save point, and try again – and you can do that as many times you need to succeed – this means that your ‘cost’ for failure is pretty low – it doesn’t change your whole life, or your whole experience of the game to make one mistake (other games follow much the same rules – a missed stroke in a golf game, or a missed turn for playing an illegal word in Scrabble are relatively minor penalties)-this low cost of failure encourages people to try things, and adapt in new ways, because if it doesn’t go well, the cost of failing isn’t that high-it also encourages people to keep trying when it doesn’t work – to look at what worked in the last attempt, and what didn’t, to change things and do better next time – this is really similar to what adult learners do – but we have very little opportunity for it in most classrooms – if you make a mistake on an assignment, you have little opportunity to do it again – some gamified classrooms work by letting (or insisting) that people re-do ‘quests’ they didn’t succeed at – trying it again and learning from their mistakes, others do it by having lots of quests requiring similar engagements or skill sets – so you can keep trying until it works for you-the off-shoot of that is also a feeling of progress- because you’re trying things again and again, you’re looking at seeing progress, and getting closer to where you need to be – because, for the most part, you’ll earn experience, and points, for partial successes at a task – in my classrooms, for example, I’ll tell my students that they should attempt an assignmnet, even if they aren’t sure they’ll get an amazing score – because, at the end of the semester, even a 50% on an assignment is the difference between a C and a C+ (since, as we’ll get to next, they don’t need to do all the assignments) – it usually works, and they work with material in ways they’d otherwise never attempt if they knew a 50% would bring down their whole GPA…. – so we’re looking at a single assignment encouraging growth in skills, as well as feelings of progress towards some longer-term goal-autonomy is a big one – in games, there’s almost always more than one way to do something – you can ‘finish’ a level and rescue a friend by either sneaking past all the guards, or by shooting them all, or by infiltrating the base and passing yourself off AS a guard – as an example – this allows the player to choose how to engage with the game world (to say nothing of choices about which game to play, and which order to pursue levels in) – generally speaking, when we make these kinds of choices, we are happier with the results, because we’re better able to choose how to go about things, and we can choose things that fit with our personalities, styles of play, etc.-in gamified classrooms, this usually manifests, similarily, as a variety of ways to get to a given goal – if your goal is to get an A, for example, you may be able to do that by doing EVERY assignment, but doing it only at 70% of your capacity, or you can do it by doing only a few assignments at 100% of your capacity – for example, because there are multiple routes to success – in this case, we’re talking about a system where you wouldn’t have to do ‘every’ assignment to get a good grade – indeed, the expectation is that you won’t – you choose assignments that work for you – if you’re great at oral presentations, do that – if you’re terrified of them, do something else-this question of multiple roads to success is a way of dealing with autonomy – students in this style of classroom are able to make choices about their engagement and their learning, and are able to make those choices meaningfully, and so that they won’t suffer for it – they no longer get a message that they’re bad students because they don’t do well on exams, they can be ‘good’ students because they’re really good at synthesising information, or presenting it to other students – all of those matter in this classroom, because they’re all rewarded with points, or what have you-that doesn’t mean students can necessarily not take exams, it just means they don’t need to hinge so much of their identity as students (as ‘smart’) on them – they can achieve that identity another way, so not doing well on the exam is less scary – meaningful choices also help to lower the cost of failure-student engagement is part of this –-Lee Sheldon, for example, gives his students experience points for coming to class – and out of 700 possible absences (number of students by number of class sessions), he had 10 – 10 individual students who missed individual classes – this is the same things as giving marks for attendance, but it works way better than any iteration of that I’ve ever seen for getting students in class – presuming classes are useful for student learning, that means that, if for reasons of attendance alone, reframing parts of our grading system make sense-completion of work loads – this is one of the areas I started looking at gamification from – people work really long and hard at workloads they choose – 15/20 hours of a video game in a week – it works on gamified classrooms too – in general, instructors are reporting that students are doing more work (not only ‘more’ projects, but putting more work into them) and having more fun with it- meaning they’re not complaining, etc. – last semester I had a student who knew she wanted an A – so she did 5 oral presentations, 4 written assignments, a term paper, and a lot of homework – she said it really helped her feel like she was on top of things – it got to the point where I told her she’d worked herself out of the necessity of any marks on the final – so all she wrote on it was ‘have a merry Christmas’ – and she didn’t tell me the class was too much work
Different ways of interacting with a game – determined by what motivates you, what you’d prefer to do – dimensions between acting and interacting, and relationships with the players and the game worlds-Killers is probably the term I like least, but it covers people who prefer interaction and competition with other players – if you’re motivated by being able to beat everyone around you at your game, then this is you (in video games, this is players who like player-versus-player competition – directly trying to out-do or what have you other players)-Achievers are motivated by extrinsic rewards – high scores, achievements, etc. – if you immediately aimed for 15 points on the last slide instead of 10, this is likely you-Socializers are people who play because of social environments – the game is less important than the social experience you have playing with people- if you don’t really have strong preferences about games themselves, but strong ones about who you play with, etc.-Explorers are people who are motivated to discover what’s ‘new’ about the world and lead people behind them – trailblazers, they make maps, etc. – if you’re looking at the list of ways of earning points in this presentation, and are trying to do one from each category, just to see what it’s like, etc. – then this is you-in a lot of ways, a typology like this is very much like one of learning styles – no one’s going to be wholly one or the other, and many people can enjoy engaging in a variety of ways – what they are though, is preferences for interactions – ways we like to relate to situations and contexts- there are students, for example, who are motivated by extrinsic rewards – like high grades, and will work hard, because the ‘A’ is a good reward for them – others are motivated by a social experience of the classroom – for them to achieve, they need to be surrounded by peers who are encouraging them, and participating in tasks where the social environment feels valuable – we’ll see a mix of these styles in classrooms, and need to respond to them differently-largely because they provide multiple paths to a given goal (there are more ways you can ‘win’) games, and gamified classrooms, tend to be better at engaging people across this matrix – by incorporating this, we provide students with ways of engaging that better meet their own needs and what they come in with
McGonigal – not so much on gaming in the classroom, but a really good look at principles of gamification – including discussions of things that people who play games are really good at, and why that could be really useful in our world – from collaboration, to problem solving strategies – she also goes into games that are improving other aspects of life – SuperBetter is one that’s just recently become available which has been having some success in terms of illness recovery – having people focus on the ways they’re getting better, etc.Sheldon – a much more direct version of ‘how to’ – he was a commercial game designer, and when he started teaching game design at the university level, turned his classroom into a video-game like environment – the book offers case studies of a variety of other applications – from the biology classroom I discusssed earlier (where success rates on standardised tests more than doubled) and courses in education