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Designing Gamified Flipped Learning Experiences


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In this 2-days hands-on workshop, we will explore how we can design gamified flipped learning experiences using various methods and online tools. During the process, we will discover how the brain learns, learning design, flipped classroom, gamification, how to design awesome graphics, 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 flip, gamify and transform the way they facilitate learning.

Published in: Education
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Designing Gamified Flipped Learning Experiences

  1. Zaid Ali Alsagoff
  2. Source: …. Of U.S. employment is in the “high risk” category of being automated in the next decade or two. 47%
  3. Biggest Challenge Ahead? The Second Machine Age: Anything you can do, I can do BETTER, FASTER & CHEAPER! Disruptively rapid codification and automation of routine and complex processes by computers and robots.
  4. Time Cover:,16641,20061218,00.html
  5. Source (p. 4):
  6. 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
  9. Future Learning Methods? Learn While Sleeping! Massive Open Sleeping Courses! Super Delta Brain Wave Learning!
  10. Learning Uploads/Chips! Future Learning Methods? Learning Pills! Learning Implants, Uploads & Super Learning Neurons!
  11. BRAIN Amazing Facts About the Human Brain (Infographic):
  12. Adapted from: ` Memory Processing Model FORGETTING Attention Encoding Retrieval REMEMBERINGI N P U T Sensory Memory Short-Term Memory Long-Term Memory
  13. Research - Best Learning Techniques? Image Source: Full Report:
  14. From Worst to Best… Image Source: Full Report:
  15. "It's not that I'm so smart, it's just that I stay with problems longer." - Albert Einstein In 1905, Albert Einstein published the theory of special relativity, and then spent another 10 years trying to include acceleration in the theory and published his theory of general relativity in 1915.
  16. Diagram:
  17. Diagram: The Mindset to Mastery…
  18. The 10,000 Hour Rule!
  22. 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%
  23. Why Lecture? Lively Educative Creative Thought (provoking) Understandable Relevant Enjoyable MISSION? Inspire Influence Inform
  24. Constructive Alignment (CA) Learning Activities ContentAssessment Learning Outcomes More about Constructive Alignment:'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction - John Biggs
  25. Integration Activation Application Demonstration Problem Instructional Design Models & Methods Dick and Carey Model Gagné's Nine Events of Instruction Bloom's Learning Taxonomy Merrill's First Principles of Instruction ADDIE Kemp's Instructional Design Model Kirkpatrick's 4 Levels of Evaluation
  26. 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):
  27. Video: Gain Attention! What are you THINKING about? Example: Improve your English!
  28. GainAttention Ahh! Question Story FactDefinition Quote Analogy Humor Personal experience Demonstration Vide Clip
  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. Book (Amazon): Learn From TED Talks…
  43. …More on TED Talks! Book (Amazon):
  44. Activities&Feedback7 6 ?
  45. 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
  48. Assessment8 Miller’s Pyramid:
  49. Use a Variety of Methods to Assess More… Learning AnalyticsPeer-Assessment E-PortfolioRubrics AUTHENTIC Learning & Empower PERSONALIZED Learning!
  50. Source:
  51. EnhanceRetention&Transfer Summarize/Conclude  Provide additional resources  Links (URL) to: – Online Discussion – Assignment/Project – Quizzes – Simulation/Games – Etc. 9
  52. 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
  53. How can we use Technology to TRANSFORM Learning?
  54. TPACK Reproduced by permission of the publisher, © 2012 by - Matthew Koehler & Punya Mishra A framework that identifies the knowledge teachers need to teach effectively with technology.
  55. The SAMR Model (Background and Exemplars): - Ruben Puentedura Image source: SAMR
  56. - Prof. Rozhan M. Idrus Technogogy Technogogy is then defined as the convergence of technology, pedagogy and content (learner focused) in the transformative use of technology to foster learning. 4D Technogogy Model
  57. ENVIRONMENT TRANSFORMATION Online F2F Substitution Redefinition - Zaid Ali Alsagoff Training Support TEST-Learning Framework STUDENT Motivation Learning Styles Technology Knowledge TEACHER ExpertiseTechnology Motivation x-Gogy LEARNING Modification OERs MOOCs *F2F: Face-to-Face *MOOCs: Massive Open Online Courses *OERs: Open Educational Resources *X-Gogy: Peda/Andra/etc./gogies LEARNING OUTCOME(S) ASSESSMENT CONTENT / ACTIVITIES TOOLS
  59. Blended *F2F: Face-to-Face Finding the Right Blend… Online F2F Video: Christensen Institute (Source):
  60. A Flipping
  61. Infographic: Introduction Video:
  62. Source:
  63. Source:
  64. Jackie Gerstein
  65. Construct Flipped Learning Spaces That… INSPIRE STUDENTS to Connect, Collaborate, Think and Learn!
  66. Source: The Hive (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.
  67. Source: Individual Learning Paths Teacher Led Group/Project Work Assessment MATCHBOOK LEARNING’S BLENDED CLASSROOM
  68. Empower Educators & Students with 3D Printers…  To create 3D models that illustrate complex concepts or illuminate novel ideas, designs, and even chemical and organic molecules.  “Imagine Medical Students rapid prototyping and building artificial body parts.” Article: Why Imagine only, when you can do it!
  69. Blended & Flipped Learning in…
  70. Flipped Learning at Chapter 15 (page 255):
  71. B Gamifying
  72. If You Can Have _______, WHY NOT?
  73. Gamify Learning Experiences!
  74. Gamification? “The process of using game thinking and game mechanics to solve problems and engage users.” - Gabe Zichermann Source (Slide 11):
  75. Game Mechanics? Constructs of rules and feedback loops intended to produce enjoyable gameplay. Building blocks that can be applied and combined to gamify any non-game context.
  76. Chopped out from this Infographic: Building Blocks Badges: Rewarded a badge for completing a task/level.
  77. Chopped out from this Infographic: Building Blocks (2)
  79. 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.
  80. 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.
  81. Kate Fanelli MathLand (20 Levels): 1. Lesson 2. Practice 3. Mastery Test (can redo) Gamification?  Points (for completing tests)  Levels  Avatar Board
  82. Acquire Badges for Completing Tasks! Western Oklahoma State College
  83. 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
  84. C2S2C Method
  85. 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!
  86. Gamification can be applied to sequential or non-sequential learning tasks/activities. 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 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
  87. Example? Gameplay: 3 Hours to do this… Group Activity
  88. 2. COMPETE Individual or Group
  90. 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
  91. 5. CELEBRATE “It’s NOT really about winning, but using game mechanics to engage and inspire real effort.” - Zaid Alsagoff
  92. OER Workshop at USM (27 – 28 June, 2012) Gamifying to engage USM ACADEMICS to develop OER! *OER: Open Educational Resource
  93. 2nd OER Workshop at USM (27 – 28 August, 2012) Gamified Classroom Learning Works!
  94. “Don’t gamify everything, but at least consider gamifying the ‘BORING’ stuff!” – Zaid Alsagoff Image source:
  96. 4 TOOLS
  97. Build Engaging Blended Courses… Free & Commercial Options!
  98. Tools to Spice Up Your Content? Design 1 – 10 Minute Learning Nuggets!
  99. Use Augmented Reality & Wearable Technologies… 32 Augmented Reality Apps for Education: …To Transform Learning & Teaching Experiences! Infographic: Google Glass in Education:
  100. Use Interactive Web Tools to Engage & … Student Response Systems (SRS) that empower teachers to engage their students via smartphones, laptops, and tablets. Gamify Learning!
  101. TodaysMeet
  102. Poll Everywhere
  103. Plickers Plickers is a powerfully simple tool that lets teachers collect real-time formative assessment data WITHOUT THE NEED FOR STUDENT DEVICES.
  104. 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).
  105. Socrative
  106. Nearpod An innovative and interactive classroom tool to create, engage and assess. An all-in-one solution for the use of devices in education!
  107. Quizlet
  108. SketchParty TV The fun drawing-and-guessing party game for Apple TV!
  109. Formative
  110. Kahoot
  115. We Need To Rethink How WE… COLLABORATE
  116. Interact & Collaborate Online Using… IMU Webinar Series (example): Various Social Media & Web 2.0 Tools!
  117. 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… +310 Million Users
  118. Twitter Basics Article:
  119. Connect all the course/research/knowledge domain related tweets from people into LEARNING STREAMS... Follow/Create Twitter #Hashtags! REMEMBER Create a Unique, Short & Simple #HASHTAG! Examples: #MedEd – Medical Education #edchat - Education ##edutech - Educational Technology #web20chat - Web 2.0 #DistEd – Distance education and e-learning #innochat – Innovation in education #Lrnchat – Learning issues for educators #ellchat – English Language Learners
  120. 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… +1.65 Billion Users
  122. Technical Challenges  Tools overload  Firewall blocking  Accessibility  Usability  Ease-of-use
  123. Sharing Challenges Information overload Content ownership Confidentiality Quality Authority Work-life balance
  124. What about Plagiarism & Authenticity? Was The 'DNA of a 21st Century Educator' Plagiarised in China?
  125. How to PROTECT my intellectual work?
  126. Image:
  127. Arabic & English Versions:
  128. Creative Commons (CC) CC Comparison Table: Most Free Least Free
  129. CC License Selection Tool Use this to select your CC! EASY!
  130. Reuse/Remix OER & Repurpose MOOCs... For Course Content! *OER: Open Educational Resources *MOOCs: Massive Open Online Courses
  131. More Learning Tools? Top 190+ LEARNING TOOLS on Planet Earth!
  132. Android iPAD Web 2.0 Bloom’s Digital Taxonomies! Google M O R E
  133. Best Quick Reference Guides to Tools? Social Media & Web 2.0 Reference Guides:
  134. 6 Simplified
  135. Gamified Flipped Learning Experiences? Engaging Flow Gamify! Learning Activities ContentAssessment Learning Outcomes Tools Flipping F2F Online
  137. Have a ZaidLearn! Finally, You Might Want To…
  138. Zaid Ali Alsagoff Learning Innovation Specialist AQL Learning Innovation Consultancy