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Using Technology to Engage and Gamify Learning


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Presentation slides for a 1-day hands-on workshop that explores how we can use technology to engage and gamify using various methods and online tools. In this workshop, We will actively look at how we can transform learning experiences using ‘Gamification’ and ‘Game Mechanics’. Then we will explore how we can use interactive online tools to engage learners during learning sessions. 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 and gamification to transform the way they facilitate learning. This workshop will be facilitated several places in the coming months, including Universiti Teknologi PETRONAS (UTP), Mobile Learning Association of Malaysia (MLAM), University of Nottingham, University of Technology, Malaysia (UTM) and Taylor's University.

Published in: Education

Using Technology to Engage and Gamify Learning

  1. Image:
  2. 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.
  3. Source:
  4. …But teachers who USE TECHNOLOGY EFFECTIVELY will probably replace teachers who do not. Technology WON’T REPLACE ALL Teachers...
  5. Time Cover:,16641,20061218,00.html
  6. Source (p. 4):
  8. 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
  10. 1 LEARNING
  11. Future Learning Methods? Learn While Sleeping! Massive Open Sleeping Courses! Super Delta Brain Wave Learning!
  12. Learning Uploads/Chips! Future Learning Methods? Learning Pills! Learning Implants, Uploads & Super Learning Neurons!
  13. Quiz!
  14. BRAIN Amazing Facts About the Human Brain (Infographic):
  15. “The single best work I have encountered on recent findings about the HUMAN BRAIN AND HOW WE LEARN.” — James M. Lang
  18. 4 3 2 1 4 Stages of Learning High Level Unconscious Incompetence Conscious Competence Conscious Incompetence Unconscious Competence - Noel BurchDesigned by: Zaid Alsagoff
  19. 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. Talk Like TED: How to Deliver a TED Talk: TED Talks: The Official TED Guide to Public Speaking: Learn From TED Talks…
  29. Learning Theory Diagram:
  30. 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
  31. Constructive Alignment (CA) Learning Activities ContentAssessment Learning Outcomes More about Constructive Alignment:'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction - John Biggs
  32. Blended *F2F: Face-to-Face Finding the Right Blend… Online F2F Video: Christensen Institute (Source):
  33. 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 demonstrat e 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):
  34. 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
  35. Video: Gain Attention! What are you THINKING about? Example: Improve your English!
  36. GainAttention Ahh! Question Story FactDefinition Quote Analogy Humor Personal experience Demonstration Video Clip
  37. Design Learning Spaces That… Inspire Students to Connect, Collaborate, Think and Innovate!
  38. 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.
  40. Source: Individual Learning Paths Teacher Led Group/Project Work Assessment MATCHBOOK LEARNING’S BLENDED CLASSROOM
  41. Assessment Miller’s Pyramid:
  42. Use a Variety of Methods to Assess More… Learning AnalyticsPeer-Assessment E-PortfolioRubrics AUTHENTIC Learning & Empower PERSONALIZED Learning!
  43. Source:
  44. Empowering conditions for SELF-DIFFERENTIATION and PERSONALIZATION by asking learners to...
  45. How can we use Technology to TRANSFORM Learning?
  46. 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.
  47. The SAMR Model (Background and Exemplars): - Ruben Puentedura Image source: SAMR
  48. Android iPAD Web 2.0 Bloom’s Digital Taxonomies! Google M O R E
  50. If You Can Have _______, WHY NOT?
  51. Gamify Learning Experiences!
  53. Gamification? “The process of using game thinking and game mechanics to solve problems and engage users.” - Gabe Zichermann Source (Slide 11):
  54. 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!
  55. 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.
  57. Octalysis Gamification Framework (By Yu-kai Chou) :
  58. Image source:
  60. Duolingo is fun and addictive (bite-sized lessons). Earn points for correct answers, race against the clock, and level up.
  61. 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.
  62. 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.
  63. Kate Fanelli MathLand (20 Levels): 1. Lesson 2. Practice 3. Mastery Test (can redo) Gamification?  Points (for completing tests)  Levels  Avatar Board
  64. Transform your class into an adventure and take student motivation to the next level.
  66. A LMS THAT SUPPORTS GAMEFUL COURSES Flexible Rubrics Classroom & Learning Analytics Integration With Other Platforms
  67. 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
  68. C2S2C Method
  69. 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!
  70. 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
  71. Example? Gameplay: 3 Hours to do this… Group Activity
  72. Consider using Rubrics as a Tool for… RubiStar (rubric creation tool): LEARNING, FEEDBACK & ASSESSMENT Database of Rubrics:
  73. 2. COMPETE Individual or Group
  74. Competition Group size: 4-7 Communication Collaboration Leadership Strategy Planning IT Savvy divided Only assist if asked! Example: Group Work
  76. 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
  77. “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!
  78. 5. CELEBRATE “It’s NOT really about winning, but using game mechanics to engage and inspire real effort.” - Zaid Alsagoff
  79. 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:
  80. OER Workshop at USM (27 – 28 June, 2012) Gamifying to engage USM ACADEMICS to develop OER! *OER: Open Educational Resource
  81. 2nd OER Workshop at USM (27 – 28 August, 2012) Gamified Classroom Learning Works!
  82. Gamified Flipped Learning Workshop… at UPM (9 – 10 August, 2016)  Individual  Group  Unified 3 MISSIONS
  83. “Don’t gamify everything, but at least consider gamifying the ‘BORING’ stuff!” – Zaid Alsagoff Image source:
  84. 4 TOOLS
  85. Build Engaging Blended Courses… Free & Commercial Options!
  86. Reuse/Remix OER & Repurpose MOOCs... For Course Content! *OER: Open Educational Resources *MOOCs: Massive Open Online Courses
  87. Tools to Spice Up Your Content? Design 1 – 10 Minute Learning Nuggets!
  88. Interact & Collaborate Online Using… IMU Webinar Series (example): Various Social Media & Web 2.0 Tools!
  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. TodaysMeet
  92. Poll Everywhere
  93. Plickers Plickers is a powerfully simple tool that lets teachers collect real-time formative assessment data WITHOUT THE NEED FOR STUDENT DEVICES.
  94. 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).
  95. Quizlet
  96. Socrative
  97. Nearpod An innovative and interactive classroom tool to create, engage and assess. An all-in-one solution for the use of devices in education!
  98. Formative
  99. Kahoot
  101. More Learning Tools? Top 190+ LEARNING TOOLS on Planet Earth!
  102. Best Quick Reference Guides to Tools? Social Media & Web 2.0 Reference Guides:
  104. Technical Challenges  Tools overload  Firewall blocking  Accessibility  Usability  Ease-of-use
  105. Sharing Challenges Information overload Content ownership Confidentiality Quality Authority Work-life balance
  106. 6 Simplified
  107. Gamified Blended Learning Experiences? Engaging Flow Gamify! Learning Activities ContentAssessment Learning Outcomes Tools Blend F2F Online
  110. Have a ZaidLearn! Finally, You Might Want To…
  111. Zaid Ali Alsagoff Learning Innovation Specialist AQL Learning Innovation Consultancy