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Gamifying Any Course

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Presentation slides for the talk at the ICHaSE 2017 Conference (UiTM) on 1 March, 2017. It explores gamification, and how we can design gamified learning experiences for any course using various methods and online tools. During the process, we will discover how the brain learns, learning design, gamification, and explore various interactive online tools to engage and gamify learning. It will be fun, engaging, and you will get a taste of how technology can be used to gamify and transform learning.

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Gamifying Any Course

  1. We spend hours a week as a planet playing videogames. Did You Know? http://bit.ly/dIdfSK - Jane McGonigal 3 Billion
  2. TopicTODAY’S MISSION LEARNING GAMIFICATION C2S2C SIMPLIFIED TOOLS
  3. 1 LEARNING
  4. What are the CHALLENGES with engaging today’s Y-Z GENERATION TO LEARN?
  5. Constructive Alignment (CA) Learning Activities ContentAssessment Learning Outcomes More about Constructive Alignment: http://www.ucdoer.ie/index.php/Using_Biggs'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction - John Biggs
  6. Blended *F2F: Face-to-Face Finding the Right Blend… Online F2F Video: http://bit.ly/1jOCeCgClayton Christensen Institute (Source): http://www.christenseninstitute.org/blended-learning-definitions-and-models/
  7. “The single best work I have encountered on recent findings about the HUMAN BRAIN AND HOW WE LEARN.” — James M. Lang http://makeitstick.net/
  8. https://educationcogitation.com/tag/science/ THE SCIENCE OF SUCCESSFUL LEARNING
  9. https://educationcogitation.com/tag/science/ MAKE IT STICK
  10. 4 3 2 1 4 Stages of Learning High Level Unconscious Incompetence Conscious Competence Conscious Incompetence Unconscious Competence - Noel BurchDesigned by: Zaid Alsagoff
  11. "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.
  12. 2 GAMIFICATION
  13. If You Can Have _______, WHY NOT?
  14. Gamify Learning Experiences! http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html
  15. 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…
  16. 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
  17. Gamification image: http://www.coetail.com/itsallaboutart/2014/11/16/level-up-superpowers-quests-and-gamification-in-education/ Why Gamify? ADVENTURE ENGAGEMENT AUTONOMY GOALS CHALLENGE ACHIEVEMENT FEEDBACK REWARDS MASTERY LEARNING PURPOSE FUN
  18. 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. http://gamification.org/wiki/Game_Mechanics
  19. Gamification Building Blocks? LEVELS POINTS BADGES FEEDBACK MISSION CHALLENGES COUNTDOWN LEADERBOARD PROGRESS
  20. Image source: https://s-media-cache-ak0.pinimg.com/564x/19/de/45/19de45eed3c37f758501002ba8032b52.jpg
  21. Octalysis Gamification Framework (By Yu-kai Chou) : http://i2.wp.com/yukaichou.com/wp-content/uploads/2015/10/The-Octalysis-Framework.jpg
  22. Potential Pitfalls of Gamification? Adapted from: • http://www.emergingedtech.com/2016/12/pitfalls-of-gamification-every-course-author-should-know/ • http://www.imediaconnection.com/articles/ported-articles/red-dot-articles/2012/may/7-potential-pitfalls-of-gamification/ • http://www.gamification.co/2011/09/29/the-pitfalls-of-gamification/ 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
  23. EXAMPLES?
  24. https://www.bangor.ac.uk/news/latest/how-gamification-is-engaging-students-in-learning-30001 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’….
  25. Using Existing Games to Amplify Learning! http://www.gamification.co/2012/11/09/world-of-warcraft-in-the-world-of-education/ Empowering problem solving, creative thinking, resource management, collaboration, cooperation, visualization and project management skills.
  26. Design New Digital Games to Engage People… Inspire Learning, Motivate Action and Solve Problems. http://www.growthengineering.co.uk/10-serious-games-that-changed-the-world/
  27. 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: http://www.worldpeacegame.org/ Trailer: https://www.youtube.com/watch?v=LqJnk-jYWRM John Hunter Hands-on Political Simulation
  28. BozemanScience: http://www.bozemanscience.com/ Uses Moodle & Google Docs! Paul Andersen His Method: http://youtu.be/XGE6osTXym8 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.
  29. 3 C2S2C
  30. C2S2C Method http://www.slideshare.net/zaid/gamify-classroom-learning-with-the-c2s2c-method
  31. GAMIFY! http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html 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!
  32. 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 SCENARIO / 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
  33. 2. COMPETE http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html Individual or Group
  34. 3. SHOW http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html PRESENT YOUR MASTERPIECE! FEEDBACK + Q&A
  35. 4. SCORE http://gamification.org/wiki/Game_Mechanics 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
  36. 5. CELEBRATE “It’s NOT really about winning, but using game mechanics to engage and inspire real effort.” - Zaid Alsagoff http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html
  37. OER Workshop at USM (27 – 28 June, 2012) Gamifying to engage USM ACADEMICS to develop OER! *OER: Open Educational Resource
  38. 2nd OER Workshop at USM (27 – 28 August, 2012) http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html Gamified Classroom Learning Works!
  39. Gamified Flipped Learning Workshop… at UPM (9 – 10 August, 2016) http://zaidlearn.blogspot.my/2016/07/designing-gamified-flipped-learning.html  Individual  Group  Unified 3 MISSIONS
  40. “Don’t gamify everything, but at least consider gamifying the ‘BORING’ stuff!” – Zaid Alsagoff Image source: http://suuriamuutoksia.blogspot.com/2012/02/you-wanna-be-loser-like-me.html
  41. 4 TOOLS
  42. https://www.classdojo.com/ 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
  43. Transform your class into an adventure and take student motivation to the next level. https://www.classcraft.com/
  44. Commonly used LMS are also Infusing… GAMIFICATION to Engage Learners More.
  45. Use Virtual & Augmented Reality to… 32 Augmented Reality Apps for Education: http://www.teachthought.com/uncategorized/32-augmented-reality-apps-for-the-classroom-from-edshelf/ Engage & Gamify Learning in the Physical World!
  46. https://tackk.com/armicrobes Gamifying Augmented Reality!
  47. Use Interactive Web Tools to Engage & … Student Response Systems (SRS) that empower teachers to engage their students via smartphones, laptops, and tablets. Gamify Learning!
  48. More Learning Tools? http://list.ly/list/I5U-top-100-plus-learning-tools-on-planet-earth Top 190+ LEARNING TOOLS on Planet Earth!
  49. 6 Simplified
  50. Gamify Any Course? C2S2C Gamify! Learning Activities ContentAssessment Learning Outcomes Tools Blend F2F Online
  51. Paperback (Print) https://www.amazon.com/21st-Century-PhD-Learning-Adventure/dp/1520558899 E-Book (Kindle) https://www.amazon.com/21st-Century-PhD-Learning-Adventure-ebook/dp/B01N3BO5YX This book by Zaid Ali Alsagoff, explores 43 of his most inspiring and impactful learning adventures over one decade (2007 - 2016). These 43 learning adventures were originally captured in his blog (ZaidLearn) during this period, which explored various inspirational educators, technologies, methods and ideas to innovate and transform learning. You will also discover why he pursued a personalized learning journey rather than a PhD route, and some mind boggling lessons learned on the way. Finally, it explores whether any of his learning adventures made an impact and a significant original contribution to the world of learning.
  52. https://www.facebook.com/groups/LearningInnovationCircle/
  53. http://zaidlearn.blogspot.com/ Have a ZaidLearn! Finally, You Might Want To…
  54. zaid.alsagoff@gmail.com https://my.linkedin.com/in/zaidlearn http://zaidlearn.blogspot.com/ http://twitter.com/zaidlearn http://www.slideshare.net/zaid Zaid Ali Alsagoff Learning Innovation Specialist AQL Learning Innovation Consultancy

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