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30/01/2015 Sanofi: eLearning Platform 1
Edutablet & innovatie in het
onderwijs: wat betekent dit
voor levenslang leren?
The Learning Hub
Digital Learning Services
Implementation
Learning Managament
Digital Content Creation
Transformation of L&D
30/01/2015 Sanofi: eLearning Platform 4
Edutablet
EduTablet in a nutshell:
 Unite secondary education ecosystem through
research and development: schools, developers,
publishers and academia
 Develop and validate co-designed and economically
viable tablet applications for secondary education
in a living lab environment
 Promote the development of a sustainable
environment for successful tablet-assisted learning
EduTablet: Tablets in Education
Anticipated outcomes:
Three operational proof-of-concepts centering on:
1. Role-based digital screen interactivity
2. Multi-context adaptivity
3. Learning through research
+ Hands-on roadmap for tablet-based education
EduTablet: Tablets in Education
30/01/2015 Sanofi: eLearning Platform 7
Wat is de impact voor L&D ?
Transformatie van leren
30/01/2015 Sanofi: eLearning Platform 10
Lessons learned
‘The use of game mechanics and experience
design to digitally engage and motivate people to
acheive their goals’ – Gartner 2014
motivate enable
30/01/2015 Sanofi: eLearning Platform 15
Q & A
For info :
Future Classroom Lab : 4/3 - Brussels
Education Thursday : 26/3 - Gent
Winnie Valbracht
Managing Partner The Learning Hub
winnie@thelearninghub.be
+32 476 51 21 40
Edegem offices
Boudewijnlaan 41
2650 Edegem
Ghent offices
Bellevue 1
9050 Ghent

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Proeverijen - digitale innovatie in het onderwijs en de impact op levenslang leren

Editor's Notes

  1. Adaptiviteit naar score, tijd, zelfreflectie en gebruikte hints
  2. - badges
  3. Game mechanics describes the key elements that are common to many games such as points, badges and leaderboards. Experience design describes the journey players take with the elements such as game play, play space and story line. Gamification is a method to digitally engage people rather than personally engage, meaning that players interact with computers, smartphones, wearables or other digital devices. The goal of gamification is to motivate people to change behaviors or develop skills or to drive innovation. Gamification focuses on enabling players to achieve their goal – and as a consequence the organization achieves its goals.
  4. Goals The goal of gamification is to motivate people to change behaviors or develop skills or to drive innovation : dit door gebruik te maken van key-elementen in games : fun, experience, self determination. Gamification focuses on enabling players to achieve their goal – and as a consequence the organization achieves its goals: dit oa door conditioning en license to fail Waarom spelen we games ? Fun, experience, self determination Wat levert het op ? Conditioning & license to fail Conditioning (Pavlov) Self determination theory (Deci & Ryan) Experiences make people happier than things (Dan Gilbert) Fun (Lazzaro) License to fail (J. English)
  5. Voor onderzoekend leren wel, maar voor adaptief leren, waarbij we eigenlijk ook toetsen, willen oudere kinderen liever punten dan badges Sommige kinderen willen mini games, … In het bedrijfsleven komt die vraag ook terug => spelen is leuk, en ook belangrijk voor de engagement, maar sommige mensen willen resultaten boeken => verschillende profielen ?