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Gamification copy


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Gamification copy

  1. 1. The future of activeGamification: learning?
  2. 2. Hi, I’m Ross AndersonCollege Lecturer. Hull CollegeBeen playing computer games for over 20 years
  3. 3.  Last year Games made up over 40% of the Entertainment market sales - £1.9bn Top 10 titles included Call of Duty, Fifa 12, Dance 3 and Zumba Fitness. 33 million estimated UK gamers aged 8-65 Games found to be twice as engaging than other media 72% Play socially
  4. 4. Gamification is: the process of using gamethinking and mechanics to engage users
  5. 5. GAME MECHANICS & DYNAMICS Achievements Blissful Productivity Levels Points Ownership Reward Schedules Status
  6. 6. Collabor ateAchieveSocialiseGamificat ion
  8. 8. Themed – CSI Day for Science based subjects.Active – Role-play with a current theme. The Big Quest!Stimulation – Use games consoles linked to learning.Competitive – Use status and badges to level up.
  9. 9. SUMMARYGamification exists!We probably do it already but now it has a name.It’s fun and engaging – its participative.It’s not proven…..but can be!
  10. 10. CHECK OUT!Jane McGonigalMichael WuSeth PriebatschGabe Zicherman
  11. 11. References• Kohn, A. (2002) Punished by rewards; the trouble with gold stars and incentive plans. Boston. Houghton Muffin.• Ladley, P (2011). Gamification, Education and Behavioural Economics. [WWW] (Sept 2011)• Lee, J.J, Hammer, J. (2011). Gamification in Education; What, How, Why Bother? Academic Quarterly, 15(2).• Gladwell, M. (2008) Outliners: The Story of Success. New York. Little, Brown & Company