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Designing Engaging & Gamified Learning Experiences


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In this 2-days hands-on workshop, we will explore how we can design engaging learning experiences using various methods and tools. During the process, we will discover how the brain learns, learning design, gamification, how to design awesome graphics (in PowerPoint), and explore various interactive online tools to engage and gamify learning. Participants will be engaged throughout the workshop with learning activities. It will be fun, engaging, and participants will get a taste of how they can use technology to engage, gamify and transform the way they facilitate learning.

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Designing Engaging & Gamified Learning Experiences

  1. Zaid Ali Alsagoff 2017
  2. Source:
  3. …But teachers who USE TECHNOLOGY EFFECTIVELY will probably replace teachers who do not. Technology WON’T REPLACE ALL Teachers...
  4. Time Cover:,16641,20061218,00.html
  5. Survival Skills for Careers, College & Citizenship 1. Critical Thinking & Problem-Solving 2. Collaboration Across Networks & Leading by Influence 3. Agility & Adaptability 4. Initiative & Entrepreneurialism 5. Effective Oral & Written Communication 6. Accessing & Analyzing Information 7. Curiosity & Imagination Presentation Slides: Video: 7 Dr. Tony Wagner
  8. What are the CHALLENGES with engaging today’s Y-Z GENERATION TO LEARN?
  9. BRAIN Amazing Facts About the Human Brain (Infographic):
  10. “The single best work I have encountered on recent findings about the HUMAN BRAIN AND HOW WE LEARN.” — James M. Lang
  13. Diagram: The Mindset to Mastery… GROWTH MINDSET
  14. 4 3 2 1 4 Stages of Learning High Level Unconscious Incompetence Conscious Competence Conscious Incompetence Unconscious Competence - Noel BurchDesigned by: Zaid Alsagoff
  15. The 10,000 Hour Rule!
  17. F A I L IRST TTEMPT N EARNING Zaid Ali Alsagoff
  19. What ANNOYS About PowerPoint Presentations? Results of the 2013 Annoying PowerPoint survey: The speaker read the slides to us 72.0% Text so small I couldn’t read it 50.6% Full sentences instead of bullet points 48.4% Overly complex diagrams 30.8% Poor color choice 25.8% No clear purpose 22.1% No flow of ideas 21.0%
  20. Why Lecture? Lively Educative Creative Thought (provoking) Understandable Relevant Enjoyable MISSION? Inspire Influence Inform
  21. Talk Like TED: How to Deliver a TED Talk: TED Talks: The Official TED Guide to Public Speaking: Learn From TED Talks…
  22. Constructive Alignment (CA) Learning Activities ContentAssessment Learning Outcomes More about Constructive Alignment:'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction - John Biggs
  23. Blended *F2F: Face-to-Face Finding the Right Blend… Online F2F Video: Christensen Institute (Source):
  24. Infographic: Introduction Video:
  25. Source:
  26. Flipped Learning at Chapter 15 (page 255):
  27. Gain Attention Inform Learning Outcomes Stimulate Recall of Prior Learning Present New Content Provide Guidance Provide Learning Activities Assess Learning Provide Feedback Enhance Retention and Transfer This will help you… Last class we learned how to… Allow me to demonstrate Now you try it… Try it like this… Let’s test your skills now Let’s do it “in the field” Gagne’s 9 Events of Instruction Source (Gagne’s 9 Events of Instruction starting at slide 9):
  28. GainAttention Ahh! Question Story FactDefinition Quote Analogy Humor Personal experience Demonstration Video Clip 1
  29. InformLearningOutcomes At the end of this topic, you will be able to:  Clarify what students need to learn in the form of Learning Outcomes (LO).  Write LO that form the basis of the assessment.  Construct LO using measurable action verbs.  Present LO in at least 2 creative ways. WHATEVER! 2
  30. SMART Learning Outcomes! Bloom’s taxonomy (action verbs): SMART Learning Outcomes: Action Verbs
  31. Creative Ways? Visualize and then voice out your Learning Outcomes! Action Verbs3 1 Write 2 Assessment-Based 4 Creative Ways Video:
  32. Creative Ways? How to write Learning Outcomes (LO)? How to make LO assessment-based?  How to use action verbs to construct measurable LO?  How to present LO in at least 2 creative ways? Write learning outcomes in the form of questions! Video:
  33. RecallPriorKnowledge Associating new information with prior knowledge can facilitate the learning process. 3
  35. PresentNewContent Selective Perception - Chunk and organize content meaningfully. 4
  36. Chunk It helps you present information in a way that makes it EASIER for your audience/learners to UNDERSTAND and REMEMBER. WHY? Chunk? CHOP IT!
  37. 1 2 3
  38. ProvideLearningGuidance Semantic Encoding - Examples, case studies, stories, graphical representations, mnemonics, mind maps, acronyms, and analogies. 5
  39. Mnemonics SODA: Mnemonics: Mnemonics are learning memory techniques that help learners recall larger pieces of information, especially in the form of lists like characteristics, steps, stages, parts, phases, etc.
  40. Mind Maps Mind Map Guidelines: Mind Maps in Medicine: Mind maps help learners comprehend, see the big picture, create new ideas, and build connections. iMindMap: Mind Mapping Tools:
  41. Infuse Creativity & STORIFY Learning! “BULLETS stick for exams, STORIES stick for life.” – Zaid Ali Alsagoff!
  42. Activities&Feedback7 6 ?
  43. Video Project Simulation Field Trips Articulate Reasoning Guest Speaker Problem Solving LEARNING ACTIVITIES Discussion Debates Panel of Experts Lab Experiments Peer Review Group Work Role Play Interviews Scaffolding Drill & Practice Drawing/Art /Sculpture Ice Breakers Online Teaching Activity Index: Think-Pair- Share One-Minute Paper Entrance/ Exit Tickets Concept Mapping ReportsQuiz Portfolios
  44. Assessment8 Miller’s Pyramid:
  45. Use a Variety of Methods to Assess More… Learning AnalyticsPeer-Assessment E-PortfolioRubrics AUTHENTIC Learning & Empower PERSONALIZED Learning!
  46. Source:
  47. Empowering conditions for SELF-DIFFERENTIATION and PERSONALIZATION by asking learners to...
  48. EnhanceRetention&Transfer Summarize/Conclude  Provide additional resources  Links (URL) to: – Online Discussion – Assignment/Project – Quizzes – Simulation/Games – Etc. 9
  49. Gagne’s 9 Event of Instructions Presentation Events of Instruction Learning Activities Introduction 1. Gain attention • Present a dilemma, analogy, video 2. Inform learning outcomes • List clear learning outcomes creatively 3. Stimulate recall prior knowledge • Explain how prior knowledge relates to new topic • Initiate discussion • Pre-tests Content 4. Present new content • Explanation, example, simulation 5. Provide guidance • Guidelines, checklists, mnemonics, group discussion Assessment 6. Provide learning activities 7. Provide feedback 8. Assess learning • Check your understanding • Self/Peer/Facilitator Assessment • Practical, e-Portfolio, quiz Summary 9. Enhance retention and transfer • Summarize/Conclude the topic • Provide additional resources
  50. Design Learning Spaces That… Inspire Students to Connect, Collaborate, Think and Innovate!
  51. Source: The Hive (at NTU) is a $75 Million Dollar learning hub that consist of 56 smart classrooms with flexible clustered seating, multiple LCD screens and wireless communication tools.
  54. If You Can Have _______, WHY NOT?
  55. Gamify Learning Experiences!
  56. In Learning Terms, “Gamifying Means… Turning the class content and the way students learn into a game with a rewards system, quests, experience levels, and healthy competition…” Believe me!
  57. 4 Terms to Differentiate…  GAME Play for fun and entertainment  GAME-BASED LEARNING Adapt existing games to engage and inspire learning  SERIOUS GAMES Design digital games for specific educational purposes  GAMIFICATION Apply game thinking and game mechanics in a non-gaming context to…
  58. Gamification? “Applying game thinking and game mechanics in a non-gaming context to engage people, inspire learning, motivate action and solve problems.” Khairul Anwar Zaid Ali Alsagoff Shamsuddin AbdullahNorhayati Maskat
  59. Gamification image: WHY GAMIFY?
  60. The 8 Core Drives of Gamification 1. Epic Meaning & Calling 2. Development & Accomplishment 3. Empowerment of Creativity & Feedback 4. Ownership & Possession 5. Social Influence & Relatedness 6. Scarcity & Impatience 7. Unpredictability & Curiosity 8. Loss & Avoidance Octalysis Gamification Framework (By Yu-kai Chou) :
  61. Octalysis Gamification Framework (By Yu-kai Chou) :
  62. Game Mechanics?  Building blocks that can be applied and combined to gamify any non-game context.  Constructs of rules and feedback loops intended to produce enjoyable gameplay.
  64. Image source:
  65. Potential Pitfalls of Gamification? Adapted from: • • • Rewards ≠ Achievement Undermining Intrinsic Values Interfering with Social Norms One Motivator Does Not Fit All Confusing Competition & Cooperation False Sense of Achievement Finding Ways to Cheat Feels like Bribery
  67. Imagine sitting in your University lecture, when one of your fellow students ‘dragged out’ of a lecture by masked militia-men because they have become ‘infected’….
  68. Using Existing Games to Amplify Learning! Empowering problem solving, creative thinking, resource management, collaboration, cooperation, visualization and project management skills.
  69. Uses Existing Games to Amplify Learning! Mr. Pai Mr. Pai features scalable, game based curriculum using Flower Power of, Timez Attack,, Nintendo DS, Brain Age 2, Raz-Kids, etc.
  70. Design New Digital Games to Engage People… Inspire Learning, Motivate Action and Solve Problems!
  71. Kahoot
  73. Create a positive culture Teachers can encourage students for any skill or value — whether it's working hard, being kind, helping others or something else Give students a voice Students can showcase and share their learning by adding photos and videos to their own portfolios Share moments with parents Get parents engaged by sharing photos and videos of wonderful classroom moments
  74. Transform your class into an adventure and take student motivation to the next level.
  75. BozemanScience: Uses Moodle & Google Docs! Paul Andersen His Method: Uses elements of game design to improve his AP Biology class. The entire class revolves around Moodle. Students complete levels to acquire experience points and move up the leader board.
  76. MISSION  Explore the connectedness of the global community through the lens of the economic, social, and environmental crises and the imminent threat of war.  Extricate each country from dangerous circumstances and achieve global prosperity with the least amount of military intervention. LEARN  Collaborate and communicate with each other as one work to resolve the Game's conflicts.  Compromise while accommodating different perspectives and interests.  Discover that we share a deep and abiding interest in taking care of each other. The World Peace Game Homepage: Trailer: John Hunter Hands-on Political Simulation
  77. Seven Tips to Gamify… 1. Gamify grading with levels besides alphabets or percentages. 2. Award students with badges for completed tasks. 3. Integrate educational video games into your curriculum. 4. Stir up a little competition. 5. Implement a class-wide rewards system to encourage top students to help weaker students. 6. Gamify homework to inspire more effort. 7. Use social media tools to gamify social interaction and provide continuous feedback. Adapted from:
  79. C2S2C Method
  80. GAMIFY IT! Use C2S2C Method to… 1 Challenge 2 Compete 3 Show COURSE Learning Outcome (LO) LO LO LO LO LO LO LEARNING ACTIVITY 4 Score 5 Celebrate!
  81. Gamification can be applied to sequential or non-sequential learning tasks/activities/Scenarios. o Level 3 o Points (100) o Advanced o Badge (3) o Map (100%) o A o 100% o Destinction o Rubric o Peer-Assess o Level 2 o Points (80) o Novice o Badge (2) o Map (80%) o B o 80% o Credit o Rubric o Peer-Assess Examples: o Level 1 o Points (40) o Beginner o Badge (1) o Map (40%) Examples: o C o 40% o Pass o Rubric o Peer-Assess 1. CHALLENGE TASK/ACTIVITY/SCENARIO 1. A 2. A-B 3. A-B-C 4. A-B-C-D 5. A-B-C-D-E 6. A-B-C-D-E-F 7. A-B-C-D-E-F-G 8. A-B-C-D-E-F-G-H 9. A-B-C-D-E-F-G-H-I 10.A-B-C-D-E-F-G-H-I-J 11.A-B-C-D-E-F-G-H-I-J-K GAMIFICATIONGRADING
  82. Example? Gameplay: 3 Hours to do this… Group Activity
  83. Consider using Rubrics as a Tool for… RubiStar (rubric creation tool): LEARNING, FEEDBACK & ASSESSMENT Database of Rubrics:
  84. 2. COMPETE Individual or Group
  85. Competition Group size: 4-7 Communication Collaboration Leadership Strategy Planning IT Savvy divided Only assist if asked! Example: Group Work
  87. 4. SCORE Map Levels Points Polling Badges Rubric Scored by Self, Peer, Teacher and/or Computer Assessment. Select Your Game Mechanics Flavor! Rank Survey Bonuses Countdown Rewards Rewards StatusAvatars
  88. “All Participants vote for the best group work. If they all vote for their own group work, my vote will decide the winner!” – Zaid Alsagoff Example: Vote for the Winner!
  89. 5. CELEBRATE “It’s NOT really about winning, but using game mechanics to engage and inspire real effort.” - Zaid Alsagoff
  90. OER Workshop at USM (27 – 28 June, 2012) Gamifying to engage USM ACADEMICS to develop OER! *OER: Open Educational Resource
  91. 2nd OER Workshop at USM (27 – 28 August, 2012) Gamified Classroom Learning Works!
  92. Gamified Flipped Learning Workshop… at UPM (9 – 10 August, 2016)  Individual  Group  Unified 3 MISSIONS
  93. “Don’t gamify everything, but at least consider gamifying the ‘BORING’ stuff!” – Zaid Alsagoff Image source:
  95. We Need To Rethink How WE… COLLABORATE
  96. Online/Mobile technologies that empower us to… ShareConnect Communicate Collaborate Social Media is an UMBRELLA term for Social media globe image: CreateThink Learn Do
  97. Interact & Collaborate Online Using… IMU Webinar Series (example): Various Social Media & Web 2.0 Tools!
  98. Share Your Content Online to the World! 150+ Tools: Videos, Slides, Papers, Books, Articles, Etc.
  99. Capture & Reflect Learning Adventures! E-Portfolio Image: E-Portfolios for Students & Educators!
  100. Use Twitter to Connect & Interact with A free Web 2.0 social networking service that allows users to send and receive short messages (140 characters or less) known as TWEETS. Easy way to discover the LATEST KNOWLEDGE you care about. Educators & Researchers around the world…
  101. Use Facebook Groups or Pages to ✓Closed Groups ✓Courses ✓Projects ✓ Ideas ✓Alumni Groups Pages ✓Open Communities ✓Promotion & Branding ✓Products ✓Celebrities ✓Self-Promotion Connect, Network and Collaborate with others…
  102. Need a More Professional Network? Fertile ground to research almost any business niche or industry Find People Use Search Discover Research Join Groups
  103. Image Source:
  104. What about Plagiarism & Authenticity? Was The 'DNA of a 21st Century Educator' Plagiarised in China?
  105. How to PROTECT my intellectual work?
  106. Image:
  107. Arabic & English Versions:
  108. Creative Commons (CC) CC Comparison Table: Most Free Least Free
  109. CC License Selection Tool Use this to select your CC! EASY!
  110. FREE (CC) Images?
  111. Design Your Own Images?
  112. Open Educational Resources (OER)
  113. 5 TOOLS
  114. Commonly used LMS are also Infusing… GAMIFICATION to Engage Learners More.
  115. Use Virtual & Augmented Reality to… 32 Augmented Reality Apps for Education: Engage & Gamify Learning in the Physical World!
  116. Gamifying Augmented Reality!
  117. Use Interactive Web Tools to Engage & … Student Response Systems (SRS) that empower teachers to engage their students via smartphones, laptops, and tablets. Gamify Learning!
  118. TodaysMeet
  119. Poll Everywhere
  120. Plickers Plickers is a powerfully simple tool that lets teachers collect real-time formative assessment data WITHOUT THE NEED FOR STUDENT DEVICES.
  121. Padlet It works like an online sheet of paper where people can put any content (e.g. images, videos, documents, text) anywhere on the page, together with anyone, from any device (No login required).
  122. Quizlet
  123. Socrative
  124. Nearpod An innovative and interactive classroom tool to create, engage and assess. An all-in-one solution for the use of devices in education!
  125. Formative
  126. More Learning Tools? Top 190+ LEARNING TOOLS on Planet Earth!
  128. Technical Challenges  Tools overload  Firewall blocking  Accessibility  Usability  Ease-of-use
  129. Sharing Challenges Information overload Content ownership Confidentiality Quality Authority Work-life balance
  131. Designing Engaging & Gamified Learning Experiences? Engaging Flow Gamify! Learning Activities ContentAssessment Learning Outcomes Tools Blended F2F Online
  132. Zaid Ali Alsagoff Learning Innovation Specialist AQL Learning Innovation Consultancy