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What is Student-Centered Learning
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Learning
shift to
Act as
facilitator
Characteristics of SCL
Learners Autonomy Active Learning
Deep Learning and
Understanding
Collaboration Learning
Inductive Learning
Why do we need SCL?
It develops deep understanding and reflective learning skills to retain
more information
It develops time allocation skills and control of own learning
It helps to design effective instruction for diverse learning needs
It helps to develop abilities and confidence among students
Philosophies of SCL
Progressivism Social Reconstructionism
Existentialism
Progressivism
• It focuses on the following:
- Experiential learning
- The scientific method
- Instrinsic motivation
Social Reconstructivism
• It focuses on the following:
- Improving and reforming society
- Social purpose
- Democracy in classroom
Existentialism
• It focuses on the following:
- Freedom
- Development of the individual
- Subjective view of success
SCL Guiding Principles
• Teacher as a facilitator and activator
• Students have the control and responsibility of
learning
• Curriculum is organised into smaller learning
targets and group by levels
• Continuous engaging activities and reflection
• Performance rubrics will link to instruction
• Students progress based on mastery of content
not time
Differentiation of TCL and SCL
Teacher Centered Learning (TCL)
• Low level student choices
• Students are passive
• Power is primarily with the lecturer
• Assume students have little useful
knowledge
• The course has specific objectives
relating to what students have to know
for formal assessment
• Present facts to students
• Cover information that might be
available from textbook
• Structure the course to help students
pass formal assessment
• Give students good set of notes
• Provide information needed to pass
formal assessment
• Lecturers should know the answers to
questions that students put forth
Student Centered Learning (SCL)
• High level of student choices
• Student are active
• Power is primarily with the student
• Develop conversation with students
• Provide opportunity for students to
reveal change
• Encourage students to restructure
existing knowledge
• Set aside some teaching time for
students to discuss among themselves
• Use examples to provoke debate
• Discuss their changing understanding
of the subject
• Students generate own notes
• Question students’ choice
Pros and Cons
Pros
• Students develop knowledge
and skills
• Students control their own
learning
• Students communicate and
collaborate
• Students are more motivated
and participate actively
• Encourages innovation and
creativity
Cons
• Learning is less structured and
discipline
• Not all students respond and
accept to this learning style
• Students talking can be noisy
and chaotic
• Teacher must manage
activities at once but students
are learning in different stages
• Some students might think its
unfair because not all
information is given but based
on needs
SCL promotes a few approches
• Active Learning (Bonwell & Eison, 1991)
• Collaborative Learning (Bruffee, 1984)
• Inquiry-based Learning
• Cooperative Learning (Johnson,Johnson & Smith, 1991)
• Problem-based Learning
• Peer Led Team Learning (Tien, Roth & Kampmeier, 2001)
• Team-based Learning ( Michaelson, Knight & Fink, 2004)
• Peer Instruction (Mazur, 1997)
• Inquiry Guided Learning
• Just-in-Time Teaching
• Small Group Learning
• Project-based Learning
• Question-directed Instruction
Outcome Based
Education
What is OBE?
Focuses on the Outcome of the Learning
It is what the students will be able to perform at
the end of the lesson
Principles of OBE
According to Spady (1994), OBE has 4 guiding
principles:
Clarity of Focus
Designing Down
High Expectations
Expanded Opportunities
Clarity of Focus
Focus of what the students ought to know,
understand and able to perform
Teachers guide the students have knowledge,
skills and personalities to achieve preplanned
outcomes
Designing Down
Curriculum design must design from intended
outcomes
Then the outcomes must be followed by
activities to achieve it
High Expectations
Teacher should place high and challenging
standards
This engage and promote deep learning to
achieve successful learning
Expanded Opportunities
Teacher provide more opportunities for students
Because not all students learn the same pace
and way
OBE Process
1. Defining curriculum objectives and intended
learning outcomes
2. Designing assessment tasks
3. Select teaching and learning activities
4. Review teaching and learning activities’
5. Conduct assessment by using the appropriate
assessment tools
Program Level Outcomes
• Number of outcomes : keep the outcomes
manageable
• Check for overlap :
• Check for clarity
• Check for representative
• Check for allignment
How to write Learning Outcomes
2 essential elements:
1. A statement of what the students able to do
at the end of the lesson
2. The level of understanding and expected
actions of the contents.
Using the Appropriate Verbs
Source: http://celt.ust.hk/teaching-resources/outcome-based-education/institutional-resources/obe-principles-and-process
OBE Delivery Mode
Delivery
Modes
Face-
to-
Face
Active
Cooperative/
Collaborative
Technolo
gy-Based
Delivery
Experienti-
al Method
Work-
Based
Learning
(WBL)
• Problem-Based
• Case Study
• Project-Based
• Online learning
• Teleconference
• Simulation
• Lab
• Demonstration
• Workshop
• Practical
• Industrial Training
• Work Attachment
• Field Trip
• Visit
• Lecture
• Guest speaker
• Presentation
• Tutorial
• Seminar
• Colloquium
Importance of Assessment
It is to evaluate where the students at, what
have they learned and how to improve
To know whether the goals have been met
It is the feedback on students’ learning
Quotes
“ If you want to change students’ learning then
change the methods of assessment”
Chuckett & Sutherland, 2000
OBE- Different Assessment Methods
objective tests
case studies
essay questions
projects
end-of-chapter type problems
reflective journals
seminar presentation
practicuum
portfolio
examinations
peer and self-assessment
Examples of OBE Marking Scheme
Source: http://celt.ust.hk/teaching-resources/outcome-based-education/institutional-resources/obe-principles-and-process
Problem based
learning
Quote
“True learning is based on discovery… rather
than the transmission of knowledge.”
John Dewey
What is PBL?
An instructional student-centered approach
which uses carefully constructed ill-structured
problems as a context for students to: define
their learning needs, conduct self-directed
enquiry, integrate theory and practice, and apply
knowledge and skills to develop a solution to a
defined problem
Purpose of PBL
Help students to acquire subject matter
Motivate them to learn
Develop various skills – thinking, communicative
and collaboration skills
Link knowledge and experience to solve
problems
Enhance retention
Factors to consider
Prior knowledge
Quality of problem
Tutor behavior
Student centeredness
Team work
Group dynamics
7 Steps of PBL
Clarify
Setting
Define
problem
Analyse/Inves
tigate the
case
Re-structure
the problem
Formulate
learning
goals
Individual
Learning
Report back
to group
7 Steps of PBL
1. Clarify setting: Student read through the
problems and clarify any concepts they don’t
understand
2. Define problems: Students work together to
define the problem
3. Analyse problems: Students discuss by analysing
the problem
4. Restructure problems: Students arrange ideas
and explanations to search for solution to the
problems
7 Steps of PBL
5. Formulate learning objective: The group come
to consensus on learning objectives
6. Self study: Students gather the information
and prepare to share their findings with the
others
7. Report: Students in group present their
results. Teacher checks whether the learning
objectives have been met.
Difference between Problem Solving
and Problem based Learning
Different but interelated
Problem solving: arriving at decisions based
on prior knowledge and reasoning
Problem based learning: the process of
acquiring new knowledge based on
recognition of a need to learn
PROBLEM SOLVING PROBLEM-BASED LEARNING
Educational strategy Traditional discipline-based Integrated systems-based
Main characteristics - The focus is on preparatory
learning prior to exposure to the
problem.
- The staff set the problems
(case history problems in a
primarily lecture- based format),
and students attempt to resolve
them using previously taught
curricular content.
- The problem comes first without
advance readings, lectures, or
preparation.
- The problem serves as a stimulus
for the need to know.
- Based on their own prior
knowledge and the identified gaps
in that knowledge, students
determine the learning issues
within their own group. They then
identify and use a variety of
learning resources to study these
issues and return to the group to
discuss and share what they have
learned.
PROBLEM SOLVING PROBLEM-BASED
LEARNING
Role of the teacher Content expert Tutor/Facilitator
Learning environment Passive, teacher-centered Learning becomes dependent
upon the self-directed efforts
of the small group. This
method creates a more
active, student-centered
learning environment
Who is responsible for
directing the learning
activities
Teacher The student decides what
he/she needs to learn
Advantages of PBL
• Teaching and learning more enjoyable for
teachers and students
• The learning environment is more stimulating
• Self-directed learning is enhanced and retained
• Promotes deeper rather than superficial learning
• Promotes retention of knowledge
• Promotes interaction and collaboration
Disadvantages of PBL
• Costly, significant start-up and maintenance
cost
• Demanding of staff time
• Stressful for students and staff
• Students acquire less knowledge of basic
sciences
• May be difficult to implement when class sizes
are large or lack of enthusiasm
Gamification of Learning and
Instruction
What is a game?
• A game is a system in which players engage in an artificial
conflict, defined by rules, that results in a quantifiable
outcome.
• By Katie Salen and Eric Zimmerman in their book Rules of
Play: Game Design Fundamentals
• Raph Koster in his seminal work, A Theory of Fun: A game is a
system in which players engage in an abstract challenge,
defined by rules, interactivity, and feedback, that results in a
quantifiable outcome often eliciting an emotional reaction.
What is a game?
• System. A set of interconnected elements occur within the
“space” of the game. A score is related to behaviors and
activities that in turn are related to a strategy or movement of
pieces.
• Players. Games involve a person interacting with game
content or with other players.
• Abstract. Games typically involve in abstraction or reality and
typically take place in a narrowly defined “game space”.
• Challenge. Games challenge players to achieve goals and
outcomes that are not simple or straightforward.
• Rules. The rules of the game define the game……
What is gamification?
• Game-like or “fun” to promote learning and engagement. The
positive outcomes and behavior changes described are the
result of the process of “gamification”
• Game-based techniques or gamification, when employed
properly, have the power to engage, inform and educate.
• Gamification is using game-based mechanics, aesthetics and
game thinking to engage people, motivate action, promote
learning and solve problems.
Gamification are…
• Game-based
• Mechanics (levels, badges, point systems, scores and time
constraints)
• Aesthetics
• Game Thinking ( competition, cooperation, exploration, and
storytelling)
• Engage.
• People
• Solve Problems
Gamificaiton vs Serious Games
• A serious game is an experience designed using game
mechanics and game thinking to educate individuals in a
specific content domain.
• There are serious games for leadership, sale techniques, and
other business topics as well as healthcare.
• Gamification as a trivial use of game mechanics to artificially
engage learners and other activities in which they would
otherwise not engage. They see the addition of points,
rewards, and badges to activities as trivial and not a serious
use of the “essence” of games or game-based learning.
Gamification
• Gamification as defined as a careful and considered
application of a game thinking to solving problems and
encouraging learning using all the elements of games that are
appropriate.
• Serious games tend to take the approach of using a game
within a well-defined game space like a game-board or within
a computer browser, while gamification tends to take the use
of a game outside of a defined space and apply the concept to
items like walking up steps, tracking the number of miles run,
or making a sales call.
Who is using gamification?
• A number of organization are using gamification to train
workers, educate students, solve problems and generate new
ideas and concepts.
• Cisco developed a game called “The Binary Game” which is an
arcade game that looks like Tetris. The idea is to teach people
the basic idea of binary numbers. The player doesn’t need to
know binary numbers to play but actually learns the concept
while playing.
• IBM created an interactive first person thinker game called
INNOV8, which teaches the complex idea of business process
management by making players responsible for making
decisions that impact the fictitious company named After, Inc.
Gamification
• Goals
• Rules
• Conflict, Competition, or Cooperation
• Time
• Reward Structures
• Feedback
• Levels
• Storytelling
Storytelling
• Characters
• Plot (something happen)
• Tension
• Resolution
• The Hero’s Journey
The Hero’s Journey
Theories behind Gamification
Theory Impact of Gamification Design
Social Learning Theory Model design behavior so learner observes
and internally processes the desired behavior
Cognitive Apprenticeship Setting and environment should be authentic
and provide feedback and guidance on the
learner’s activity
Flow Continually adapt to keep the learner at
constant state of interest. Systems adapts to
the right challenge level for the learner, not
too difficult and not too easy.
Operant Conditioning Provide appropriate rewards, points, and
badges on a variable basis to maintain
learners’ interest
ARCS Theory of Motivation Grab the learners’ attention, contain relevant
information, and be aimed at the appropriate
level of challenge so the learner is confident
he or she will be successful and provide
intrinsic and extrinsic motivational elements.
Domains of Learning & Gamification Techniques
Types of knowledge Gamification Elements Examples
Declarative knowledge Stories, sorting, matching Trivia, Hangman, Drag and
Drop
Conceptual knowledge Matching and sorting,
experiencing the concept
Wack a Mole, You Bet!
Rule-Based knowledge Experience consequences Board games, simulated
work tasks
Procedural knowledge How and why? Software
challenges, practice
Data Miner, Software
Scenarios
Soft skills Social simulator Leadership simulation
Affective knowledge Immersion, providing
success, encouragement
from celebrity-type figures
Darfur is Dying
Psychomotor knowledge Demonstration, Haptic
devices
Virtual Surgery Simulator
Player Types
• Bartle’s Player Types
• Achiever
• Explorer
• Socializers
• Killer
Outline Gamification design document:
• Overview of Concept ( what you are trying to accomplish)
Describe the goal and intended audience, and provide a
high level overview of the game theme and what type of
game you are designing.
• Outcome
• Instructional Objectives
• Description of Character or Characters
• Description of the Game Environment
• Description of the Game Play
• Reward Structure
• Technical Description
• Project Timeline.
Thank You

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SCL

  • 1.
  • 2. What is Student-Centered Learning https://www.flickr.com/photos/cybrarian77/6284181389/in/photolist-azj5bZ-d5eEvG-9HPaKr-aJxM16-4LDBaz-cMkRJo-dRHCFW-aJAFR6-68jpVn-6rterd-aGqrSx-5ZAtvh-i9bu-rtYqve- cMkQ6y-nKr4Re-hitWvo-o6WpS-5up2wN-2nobXW-pXgqLo-s9NdWp-qBMU2K-r3THAG-fKctRA-968h3-c7GYYS-bLTNrn-cRiZjJ-jPM52r-7ftF5C-9yA5bx-o6Wso-d7uo5u-7YwJMV-i9ka- cLH6tW-ch6kp3-rrFJ7o-d5eqns-5x2ao2-ndFN4Q-8SMZsm-msN3L7-9dJn6e-cMkPGj-4smAGv-cKqUN1-bcNabM-ok1AtL Learning shift to Act as facilitator
  • 3. Characteristics of SCL Learners Autonomy Active Learning Deep Learning and Understanding Collaboration Learning Inductive Learning
  • 4. Why do we need SCL? It develops deep understanding and reflective learning skills to retain more information It develops time allocation skills and control of own learning It helps to design effective instruction for diverse learning needs It helps to develop abilities and confidence among students
  • 5. Philosophies of SCL Progressivism Social Reconstructionism Existentialism
  • 6. Progressivism • It focuses on the following: - Experiential learning - The scientific method - Instrinsic motivation
  • 7. Social Reconstructivism • It focuses on the following: - Improving and reforming society - Social purpose - Democracy in classroom
  • 8. Existentialism • It focuses on the following: - Freedom - Development of the individual - Subjective view of success
  • 9. SCL Guiding Principles • Teacher as a facilitator and activator • Students have the control and responsibility of learning • Curriculum is organised into smaller learning targets and group by levels • Continuous engaging activities and reflection • Performance rubrics will link to instruction • Students progress based on mastery of content not time
  • 10. Differentiation of TCL and SCL Teacher Centered Learning (TCL) • Low level student choices • Students are passive • Power is primarily with the lecturer • Assume students have little useful knowledge • The course has specific objectives relating to what students have to know for formal assessment • Present facts to students • Cover information that might be available from textbook • Structure the course to help students pass formal assessment • Give students good set of notes • Provide information needed to pass formal assessment • Lecturers should know the answers to questions that students put forth Student Centered Learning (SCL) • High level of student choices • Student are active • Power is primarily with the student • Develop conversation with students • Provide opportunity for students to reveal change • Encourage students to restructure existing knowledge • Set aside some teaching time for students to discuss among themselves • Use examples to provoke debate • Discuss their changing understanding of the subject • Students generate own notes • Question students’ choice
  • 11. Pros and Cons Pros • Students develop knowledge and skills • Students control their own learning • Students communicate and collaborate • Students are more motivated and participate actively • Encourages innovation and creativity Cons • Learning is less structured and discipline • Not all students respond and accept to this learning style • Students talking can be noisy and chaotic • Teacher must manage activities at once but students are learning in different stages • Some students might think its unfair because not all information is given but based on needs
  • 12. SCL promotes a few approches • Active Learning (Bonwell & Eison, 1991) • Collaborative Learning (Bruffee, 1984) • Inquiry-based Learning • Cooperative Learning (Johnson,Johnson & Smith, 1991) • Problem-based Learning • Peer Led Team Learning (Tien, Roth & Kampmeier, 2001) • Team-based Learning ( Michaelson, Knight & Fink, 2004) • Peer Instruction (Mazur, 1997) • Inquiry Guided Learning • Just-in-Time Teaching • Small Group Learning • Project-based Learning • Question-directed Instruction
  • 14. What is OBE? Focuses on the Outcome of the Learning It is what the students will be able to perform at the end of the lesson
  • 15. Principles of OBE According to Spady (1994), OBE has 4 guiding principles: Clarity of Focus Designing Down High Expectations Expanded Opportunities
  • 16. Clarity of Focus Focus of what the students ought to know, understand and able to perform Teachers guide the students have knowledge, skills and personalities to achieve preplanned outcomes
  • 17. Designing Down Curriculum design must design from intended outcomes Then the outcomes must be followed by activities to achieve it
  • 18. High Expectations Teacher should place high and challenging standards This engage and promote deep learning to achieve successful learning
  • 19. Expanded Opportunities Teacher provide more opportunities for students Because not all students learn the same pace and way
  • 20. OBE Process 1. Defining curriculum objectives and intended learning outcomes 2. Designing assessment tasks 3. Select teaching and learning activities 4. Review teaching and learning activities’ 5. Conduct assessment by using the appropriate assessment tools
  • 21. Program Level Outcomes • Number of outcomes : keep the outcomes manageable • Check for overlap : • Check for clarity • Check for representative • Check for allignment
  • 22. How to write Learning Outcomes 2 essential elements: 1. A statement of what the students able to do at the end of the lesson 2. The level of understanding and expected actions of the contents.
  • 23. Using the Appropriate Verbs Source: http://celt.ust.hk/teaching-resources/outcome-based-education/institutional-resources/obe-principles-and-process
  • 24. OBE Delivery Mode Delivery Modes Face- to- Face Active Cooperative/ Collaborative Technolo gy-Based Delivery Experienti- al Method Work- Based Learning (WBL) • Problem-Based • Case Study • Project-Based • Online learning • Teleconference • Simulation • Lab • Demonstration • Workshop • Practical • Industrial Training • Work Attachment • Field Trip • Visit • Lecture • Guest speaker • Presentation • Tutorial • Seminar • Colloquium
  • 25. Importance of Assessment It is to evaluate where the students at, what have they learned and how to improve To know whether the goals have been met It is the feedback on students’ learning
  • 26. Quotes “ If you want to change students’ learning then change the methods of assessment” Chuckett & Sutherland, 2000
  • 27. OBE- Different Assessment Methods objective tests case studies essay questions projects end-of-chapter type problems reflective journals seminar presentation practicuum portfolio examinations peer and self-assessment
  • 28. Examples of OBE Marking Scheme Source: http://celt.ust.hk/teaching-resources/outcome-based-education/institutional-resources/obe-principles-and-process
  • 30. Quote “True learning is based on discovery… rather than the transmission of knowledge.” John Dewey
  • 31. What is PBL? An instructional student-centered approach which uses carefully constructed ill-structured problems as a context for students to: define their learning needs, conduct self-directed enquiry, integrate theory and practice, and apply knowledge and skills to develop a solution to a defined problem
  • 32. Purpose of PBL Help students to acquire subject matter Motivate them to learn Develop various skills – thinking, communicative and collaboration skills Link knowledge and experience to solve problems Enhance retention
  • 33. Factors to consider Prior knowledge Quality of problem Tutor behavior Student centeredness Team work Group dynamics
  • 34. 7 Steps of PBL Clarify Setting Define problem Analyse/Inves tigate the case Re-structure the problem Formulate learning goals Individual Learning Report back to group
  • 35. 7 Steps of PBL 1. Clarify setting: Student read through the problems and clarify any concepts they don’t understand 2. Define problems: Students work together to define the problem 3. Analyse problems: Students discuss by analysing the problem 4. Restructure problems: Students arrange ideas and explanations to search for solution to the problems
  • 36. 7 Steps of PBL 5. Formulate learning objective: The group come to consensus on learning objectives 6. Self study: Students gather the information and prepare to share their findings with the others 7. Report: Students in group present their results. Teacher checks whether the learning objectives have been met.
  • 37. Difference between Problem Solving and Problem based Learning Different but interelated Problem solving: arriving at decisions based on prior knowledge and reasoning Problem based learning: the process of acquiring new knowledge based on recognition of a need to learn
  • 38. PROBLEM SOLVING PROBLEM-BASED LEARNING Educational strategy Traditional discipline-based Integrated systems-based Main characteristics - The focus is on preparatory learning prior to exposure to the problem. - The staff set the problems (case history problems in a primarily lecture- based format), and students attempt to resolve them using previously taught curricular content. - The problem comes first without advance readings, lectures, or preparation. - The problem serves as a stimulus for the need to know. - Based on their own prior knowledge and the identified gaps in that knowledge, students determine the learning issues within their own group. They then identify and use a variety of learning resources to study these issues and return to the group to discuss and share what they have learned.
  • 39. PROBLEM SOLVING PROBLEM-BASED LEARNING Role of the teacher Content expert Tutor/Facilitator Learning environment Passive, teacher-centered Learning becomes dependent upon the self-directed efforts of the small group. This method creates a more active, student-centered learning environment Who is responsible for directing the learning activities Teacher The student decides what he/she needs to learn
  • 40. Advantages of PBL • Teaching and learning more enjoyable for teachers and students • The learning environment is more stimulating • Self-directed learning is enhanced and retained • Promotes deeper rather than superficial learning • Promotes retention of knowledge • Promotes interaction and collaboration
  • 41. Disadvantages of PBL • Costly, significant start-up and maintenance cost • Demanding of staff time • Stressful for students and staff • Students acquire less knowledge of basic sciences • May be difficult to implement when class sizes are large or lack of enthusiasm
  • 42. Gamification of Learning and Instruction
  • 43. What is a game? • A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. • By Katie Salen and Eric Zimmerman in their book Rules of Play: Game Design Fundamentals • Raph Koster in his seminal work, A Theory of Fun: A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction.
  • 44. What is a game? • System. A set of interconnected elements occur within the “space” of the game. A score is related to behaviors and activities that in turn are related to a strategy or movement of pieces. • Players. Games involve a person interacting with game content or with other players. • Abstract. Games typically involve in abstraction or reality and typically take place in a narrowly defined “game space”. • Challenge. Games challenge players to achieve goals and outcomes that are not simple or straightforward. • Rules. The rules of the game define the game……
  • 45. What is gamification? • Game-like or “fun” to promote learning and engagement. The positive outcomes and behavior changes described are the result of the process of “gamification” • Game-based techniques or gamification, when employed properly, have the power to engage, inform and educate. • Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.
  • 46. Gamification are… • Game-based • Mechanics (levels, badges, point systems, scores and time constraints) • Aesthetics • Game Thinking ( competition, cooperation, exploration, and storytelling) • Engage. • People • Solve Problems
  • 47. Gamificaiton vs Serious Games • A serious game is an experience designed using game mechanics and game thinking to educate individuals in a specific content domain. • There are serious games for leadership, sale techniques, and other business topics as well as healthcare. • Gamification as a trivial use of game mechanics to artificially engage learners and other activities in which they would otherwise not engage. They see the addition of points, rewards, and badges to activities as trivial and not a serious use of the “essence” of games or game-based learning.
  • 48. Gamification • Gamification as defined as a careful and considered application of a game thinking to solving problems and encouraging learning using all the elements of games that are appropriate. • Serious games tend to take the approach of using a game within a well-defined game space like a game-board or within a computer browser, while gamification tends to take the use of a game outside of a defined space and apply the concept to items like walking up steps, tracking the number of miles run, or making a sales call.
  • 49. Who is using gamification? • A number of organization are using gamification to train workers, educate students, solve problems and generate new ideas and concepts. • Cisco developed a game called “The Binary Game” which is an arcade game that looks like Tetris. The idea is to teach people the basic idea of binary numbers. The player doesn’t need to know binary numbers to play but actually learns the concept while playing. • IBM created an interactive first person thinker game called INNOV8, which teaches the complex idea of business process management by making players responsible for making decisions that impact the fictitious company named After, Inc.
  • 50. Gamification • Goals • Rules • Conflict, Competition, or Cooperation • Time • Reward Structures • Feedback • Levels • Storytelling
  • 51. Storytelling • Characters • Plot (something happen) • Tension • Resolution • The Hero’s Journey
  • 53. Theories behind Gamification Theory Impact of Gamification Design Social Learning Theory Model design behavior so learner observes and internally processes the desired behavior Cognitive Apprenticeship Setting and environment should be authentic and provide feedback and guidance on the learner’s activity Flow Continually adapt to keep the learner at constant state of interest. Systems adapts to the right challenge level for the learner, not too difficult and not too easy. Operant Conditioning Provide appropriate rewards, points, and badges on a variable basis to maintain learners’ interest ARCS Theory of Motivation Grab the learners’ attention, contain relevant information, and be aimed at the appropriate level of challenge so the learner is confident he or she will be successful and provide intrinsic and extrinsic motivational elements.
  • 54. Domains of Learning & Gamification Techniques Types of knowledge Gamification Elements Examples Declarative knowledge Stories, sorting, matching Trivia, Hangman, Drag and Drop Conceptual knowledge Matching and sorting, experiencing the concept Wack a Mole, You Bet! Rule-Based knowledge Experience consequences Board games, simulated work tasks Procedural knowledge How and why? Software challenges, practice Data Miner, Software Scenarios Soft skills Social simulator Leadership simulation Affective knowledge Immersion, providing success, encouragement from celebrity-type figures Darfur is Dying Psychomotor knowledge Demonstration, Haptic devices Virtual Surgery Simulator
  • 55. Player Types • Bartle’s Player Types • Achiever • Explorer • Socializers • Killer
  • 56. Outline Gamification design document: • Overview of Concept ( what you are trying to accomplish) Describe the goal and intended audience, and provide a high level overview of the game theme and what type of game you are designing. • Outcome • Instructional Objectives • Description of Character or Characters • Description of the Game Environment • Description of the Game Play • Reward Structure • Technical Description • Project Timeline.