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Designing Gamified Flipped Learning Experiences III


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In this 2-days hands-on workshop (at USM: 1-2 Nov, 2016), 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 III

  1. Zaid Ali Alsagoff
  2. Image:
  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.
  5. Source (p. 19): Source: World Bank Development Report 2016; based on Frey and Osborne (2013) methodology, Citi Research
  6. Source:
  7. …But teachers who USE TECHNOLOGY EFFECTIVELY will probably replace teachers who do not. Technology WON’T REPLACE ALL Teachers...
  8. Time Cover:,16641,20061218,00.html
  9. Source (p. 4):
  11. 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
  13. 1 LEARNING
  14. Future Learning Methods? Learn While Sleeping! Massive Open Sleeping Courses! Super Delta Brain Wave Learning!
  15. Learning Uploads/Chips! Future Learning Methods? Learning Pills! Learning Implants, Uploads & Super Learning Neurons!
  16. BRAIN Amazing Facts About the Human Brain (Infographic):
  17. “The single best work I have encountered on recent findings about the HUMAN BRAIN AND HOW WE LEARN.” — James M. Lang
  20. Diagram: The Mindset to Mastery…
  22. The 10,000 Hour Rule!
  23. Diagram:
  24. "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.
  26. 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%
  27. Why Lecture? Lively Educative Creative Thought (provoking) Understandable Relevant Enjoyable MISSION? Inspire Influence Inform
  28. Learning Theory Diagram:
  29. 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
  30. Design to Empower Creativity! Source:
  31. Constructive Alignment (CA) Learning Activities ContentAssessment Learning Outcomes More about Constructive Alignment:'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction - John Biggs
  32. 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):
  33. 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
  34. GainAttention Ahh! Question Story FactDefinition Quote Analogy Humor Personal experience Demonstration Video Clip
  37. Use a Variety of Methods to Assess More… Learning AnalyticsPeer-Assessment E-PortfolioRubrics AUTHENTIC Learning & Empower PERSONALIZED Learning!
  38. Empowering conditions for SELF-DIFFERENTIATION and PERSONALIZATION by asking learners to...
  39. How can we use Technology to TRANSFORM Learning?
  40. 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.
  41. The SAMR Model (Background and Exemplars): - Ruben Puentedura Image source: SAMR
  42. (Image Credit: Jonathan Brubaker (@mrjbrubaker)) Image Source:
  43. Image Source: SAMR (Image Credit: Ruben Puentedura)
  44. Android iPAD Web 2.0 Bloom’s Digital Taxonomies! Google M O R E
  46. Blended *F2F: Face-to-Face Finding the Right Blend… Online F2F Video: Christensen Institute (Source):
  47. A Flipping
  48. Infographic: Introduction Video:
  49. Source:
  50. Jackie Gerstein
  51. Design Learning Spaces That… Inspire Students to Connect, Collaborate, Think and Innovate!
  52. 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. Source: Individual Learning Paths Teacher Led Group/Project Work Assessment MATCHBOOK LEARNING’S BLENDED CLASSROOM
  55. Workflow Model:
  56. Flipped Learning at Chapter 15 (page 255):
  57. Blended & Flipped Learning in…
  58. B Gamifying
  59. If You Can Have _______, WHY NOT?
  60. Gamify Learning Experiences!
  61. Gamification? “The process of using game thinking and game mechanics to solve problems and engage users.” - Gabe Zichermann Source (Slide 11):
  62. 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.
  65. Octalysis Gamification Framework (By Yu-kai Chou) :
  67. 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.
  68. 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.
  69. Kate Fanelli MathLand (20 Levels): 1. Lesson 2. Practice 3. Mastery Test (can redo) Gamification?  Points (for completing tests)  Levels  Avatar Board
  70. Acquire Badges for Completing Tasks! Western Oklahoma State College
  71. A LMS THAT SUPPORTS GAMEFUL COURSES Flexible Rubrics Classroom & Learning Analytics Integration With Other Platforms
  73. 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
  74. C2S2C Method
  75. 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!
  76. 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
  77. 2. COMPETE Individual or Group
  79. 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
  80. 5. CELEBRATE “It’s NOT really about winning, but using game mechanics to engage and inspire real effort.” - Zaid Alsagoff
  81. OER Workshop at USM (27 – 28 June, 2012) Gamifying to engage USM ACADEMICS to develop OER! *OER: Open Educational Resource
  82. 2nd OER Workshop at USM (27 – 28 August, 2012) Gamified Classroom Learning Works!
  83. Gamified Flipped Learning Workshop… at UPM (9 – 10 August, 2016)  Individual  Group  Unified 3 MISSIONS
  84. “Don’t gamify everything, but at least consider gamifying the ‘BORING’ stuff!” – Zaid Alsagoff Image source:
  85. 4 TOOLS
  86. Build Engaging Blended Courses… Free & Commercial Options!
  87. Reuse/Remix OER & Repurpose MOOCs... For Course Content! *OER: Open Educational Resources *MOOCs: Massive Open Online Courses
  88. Tools to Spice Up Your Content? Design 1 – 10 Minute Learning Nuggets!
  89. Use Virtual & Augmented Reality… 32 Augmented Reality Apps for Education: …To Transform Learning & Teaching Experiences!
  90. Use Interactive Web Tools to Engage & … Student Response Systems (SRS) that empower teachers to engage their students via smartphones, laptops, and tablets. Gamify Learning!
  91. 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).
  92. TodaysMeet
  93. Poll Everywhere
  94. Plickers Plickers is a powerfully simple tool that lets teachers collect real-time formative assessment data WITHOUT THE NEED FOR STUDENT DEVICES.
  95. Formative
  97. Quizlet
  98. Socrative
  100. Kahoot
  102. More Learning Tools? Top 200+ LEARNING TOOLS on Planet Earth!
  104. We Need To Rethink How WE… COLLABORATE
  105. Online/Mobile technologies that empower us to… ShareConnect Communicate Collaborate Social Media is an UMBRELLA term for Social media globe image: CreateThink Learn Do
  106. Interact & Collaborate Online Using… IMU Webinar Series (example): Various Social Media & Web 2.0 Tools!
  107. Share Your Content Online to the World! 150+ Tools: Videos, Slides, Papers, Books, Articles, Etc.
  108. Capture & Reflect Learning Adventures! E-Portfolio Image: E-Portfolios for Students & Educators!
  109. 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…
  110. 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…
  111. Need a More Professional Network? Fertile ground to research almost any business niche or industry Find People Use Search Discover Research Join Groups
  112. Image Source:
  113. What about Plagiarism & Authenticity? Was The 'DNA of a 21st Century Educator' Plagiarised in China?
  114. How to PROTECT my intellectual work?
  115. Image:
  116. Arabic & English Versions:
  117. Creative Commons (CC) CC Comparison Table: Most Free Least Free
  118. CC License Selection Tool Use this to select your CC! EASY!
  120. Technical Challenges  Tools overload  Firewall blocking  Accessibility  Usability  Ease-of-use
  121. Sharing Challenges Information overload Content ownership Confidentiality Quality Authority Work-life balance
  122. 6 Simplified
  123. Gamified Flipped Learning Experiences? Engaging Flow Gamify! Learning Activities ContentAssessment Learning Outcomes Tools Blended F2F Online
  125. Have a ZaidLearn! Finally, You Might Want To…
  126. Zaid Ali Alsagoff Learning Innovation Specialist AQL Learning Innovation Consultancy