Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Using Technology to Engage and Gamify Learning

13,328 views

Published on

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: https://i.ytimg.com/vi/hKyfs_pGNb4/maxresdefault.jpg
  2. Biggest Challenge Ahead? The Second Machine Age: http://www.amazon.com/The-Second-Machine-Age-Technologies/dp/1480577472 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: http://www.oxfordmartin.ox.ac.uk/downloads/reports/Citi_GPS_Technology_Work_2.pdf
  4. …But teachers who USE TECHNOLOGY EFFECTIVELY will probably replace teachers who do not. Technology WON’T REPLACE ALL Teachers...
  5. Time Cover: http://content.time.com/time/covers/0,16641,20061218,00.html
  6. Source (p. 4): http://www.slideshare.net/Management-Thinking/closing-the-skills-gap
  7. http://www.fin24.com/BizNews/wef-2016-4th-industrial-revolution-5mjobs-women-in-the-firing-line-20160120
  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: http://www.slideshare.net/internationaled/the-global-achievement-gap Video: http://www.youtube.com/watch?v=NS2PqTTxFFc 7 Dr. Tony Wagner
  9. TopicTODAY’S MISSION LEARNING LEARNING DESIGN GAMIFICATION SIMPLIFIED TOOLS
  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. https://kahoot.it/ Quiz!
  14. BRAIN Amazing Facts About the Human Brain (Infographic): http://www.best-infographics.com/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 http://makeitstick.net/
  16. https://educationcogitation.com/tag/science/ THE SCIENCE OF SUCCESSFUL LEARNING
  17. https://educationcogitation.com/tag/science/ MAKE IT STICK
  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: http://headrush.typepad.com/creating_passionate_users/2006/03/how_to_be_an_ex.html The Mindset to Mastery…
  20. http://sachachua.com/blog/2013/07/visual-book-review-the-first-20-hours-how-to-learn-anything-fast-josh-kaufman/
  21. HOURS? PRACTICE EXPERT
  22. http://blog.zintro.com/2012/08/10/10000-hour-rule-malcolm-gladwells-10000-hours-of-practice-theory-from-outliers-visualized/ The 10,000 Hour Rule!
  23. Diagram: http://pairadimes.davidtruss.com/learning-and-failure/
  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.
  25. 2 LEARNING DESIGN
  26. What ANNOYS About PowerPoint Presentations? Results of the 2013 Annoying PowerPoint survey: http://www.thinkoutsidetheslide.com/free-resources/latest-annoying-powerpoint-survey-results/ 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 http://zaidlearn.blogspot.com/2010/06/vanishing-art-of-lecturing-prof-k.html MISSION? Inspire Influence Inform
  28. Talk Like TED: http://www.amazon.com/Talk-Like-TED-Public-Speaking-Secrets/dp/1250061539/ How to Deliver a TED Talk: https://www.amazon.com/How-Deliver-TED-Talk-Presentations/dp/0071831592 TED Talks: The Official TED Guide to Public Speaking: https://www.ted.com/read/ted-talks-the-official-ted-guide-to-public-speaking Learn From TED Talks…
  29. Learning Theory Diagram: http://hotel-project.eu/sites/default/files/Learning_Theory_v6_web/Learning%20Theory.jpg
  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 http://www.instructionaldesigncentral.com/htm/IDC_instructionaldesignmodels.htm
  31. 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
  32. 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/
  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): http://www.slideshare.net/FareezaM/designing-engaging-presentation
  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: http://youtu.be/dLl5AcN_G24 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. http://www.educause.edu/research-and-publications/books/learning-spaces Design Learning Spaces That… Inspire Students to Connect, Collaborate, Think and Innovate!
  38. Source: http://www.channelnewsasia.com/news/singapore/ntu-to-spend-s-75-million/2204774.html 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.
  39. https://youtu.be/bmYcurIHDrk
  40. Source: https://www.youtube.com/watch?v=Ah-SmLEMgis Individual Learning Paths Teacher Led Group/Project Work Assessment MATCHBOOK LEARNING’S BLENDED CLASSROOM
  41. Assessment Miller’s Pyramid: http://www.gp-training.net/training/educational_theory/adult_learning/miller.htm
  42. Use a Variety of Methods to Assess More… http://web.me.com/janherrington/AuthenticLearning/Home.html Learning AnalyticsPeer-Assessment E-PortfolioRubrics AUTHENTIC Learning & Empower PERSONALIZED Learning!
  43. Source: http://dailygenius.com/levels-of-learning-analytics/
  44. https://usergeneratededucation.wordpress.com/2016/09/11/natural-differentiation-and-personalization-through-open-ended-learning-activities/ Empowering conditions for SELF-DIFFERENTIATION and PERSONALIZATION by asking learners to...
  45. How can we use Technology to TRANSFORM Learning?
  46. TPACK http://tpack.org/ Reproduced by permission of the publisher, © 2012 by tpack.org - Matthew Koehler & Punya Mishra A framework that identifies the knowledge teachers need to teach effectively with technology.
  47. The SAMR Model (Background and Exemplars): http://www.hippasus.com/rrpweblog/archives/2012/08/23/SAMR_BackgroundExemplars.pdf - Ruben Puentedura Image source: http://polareducationblog.ca/wp-content/uploads/2012/11/SAMR_model1.png SAMR
  48. Android iPAD Web 2.0 Bloom’s Digital Taxonomies! http://www.slideshare.net/zaid/creative-visualizations-of-blooms-taxonomies Google M O R E
  49. 3 GAMIFICATION
  50. If You Can Have _______, WHY NOT?
  51. Gamify Learning Experiences! http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html
  52. 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
  53. Gamification? “The process of using game thinking and game mechanics to solve problems and engage users.” - Gabe Zichermann Source (Slide 11): http://www.slideshare.net/gzicherm/gamification-designing-for-engagement
  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…” http://www.mrdaley.com/wordpress/2011/07/27/education-levels-up-a-newbs-guide-to-gamifying-your-classroom/ 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. http://gamification.org/wiki/Game_Mechanics
  56. Gamification Building Blocks? LEVELS POINTS BADGES FEEDBACK MISSION CHALLENGES COUNTDOWN LEADERBOARD PROGRESS
  57. Octalysis Gamification Framework (By Yu-kai Chou) : http://i2.wp.com/yukaichou.com/wp-content/uploads/2015/10/The-Octalysis-Framework.jpg
  58. Image source: https://s-media-cache-ak0.pinimg.com/564x/19/de/45/19de45eed3c37f758501002ba8032b52.jpg
  59. EXAMPLES?
  60. https://www.duolingo.com/ 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! https://sites.google.com/site/teamdrillhead/ http://youtu.be/OSJ5LwAXxLk Mr. Pai Mr. Pai features scalable, game based curriculum using Flower Power of Mangahigh.com, Timez Attack, Tutpup.com, Nintendo DS, Brain Age 2, Raz-Kids, etc.
  62. 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.
  63. http://edudemic.com/2012/06/gamification-in-the-classroom-how-and-why-one-teacher-did-it/ 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. https://www.classcraft.com/
  65. http://rezzly.com/
  66. https://www.gradecraft.com/ 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: http://www.worldpeacegame.org/ Trailer: https://www.youtube.com/watch?v=LqJnk-jYWRM John Hunter Hands-on Political Simulation
  68. C2S2C Method http://www.slideshare.net/zaid/gamify-classroom-learning-with-the-c2s2c-method
  69. GAMIFY IT! 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!
  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? http://zaidlearn.blogspot.com/2013/03/the-oer-workshop-at-oum.html Gameplay: 3 Hours to do this… Group Activity
  72. Consider using Rubrics as a Tool for… RubiStar (rubric creation tool): http://rubistar.4teachers.org/ LEARNING, FEEDBACK & ASSESSMENT Database of Rubrics: http://www.uwstout.edu/soe/profdev/rubrics.cfm
  73. 2. COMPETE http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html Individual or Group
  74. Competition Group size: 4-7 Communication Collaboration Leadership Strategy Planning IT Savvy divided Only assist if asked! http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html Example: Group Work
  75. 3. SHOW http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html PRESENT YOUR MASTERPIECE! FEEDBACK + Q&A
  76. 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
  77. http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html “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 http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html
  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: http://blog.tophatmonocle.com/2012/07/4-ways-to-gamify-learning-in-your-classroom/
  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) http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html Gamified Classroom Learning Works!
  82. 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
  83. “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
  84. 4 TOOLS
  85. Build Engaging Blended Courses… Free & Commercial Options!
  86. Reuse/Remix OER & Repurpose MOOCs... http://list.ly/list/O97-mooc-development-platforms 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): http://imuelearning.blogspot.com/p/imu-learning-webinar-series-2012.html Various Social Media & Web 2.0 Tools!
  89. Use Virtual & Augmented Reality… 32 Augmented Reality Apps for Education: http://www.teachthought.com/uncategorized/32-augmented-reality-apps-for-the-classroom-from-edshelf/ …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 https://todaysmeet.com/
  92. Poll Everywhere http://www.polleverywhere.com/
  93. Plickers https://plickers.com/ Plickers is a powerfully simple tool that lets teachers collect real-time formative assessment data WITHOUT THE NEED FOR STUDENT DEVICES.
  94. Padlet https://padlet.com/ 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 https://quizlet.com/
  96. Socrative http://www.socrative.com/
  97. Nearpod https://nearpod.com/ 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 https://goformative.com/
  99. Kahoot https://getkahoot.com/
  100. http://quizizz.com/ FUN! EASY-TO-USE GREAT DATA Guide: http://learninginhand.com/blog/quizizz
  101. More Learning Tools? http://list.ly/list/I5U-top-100-plus-learning-tools-on-planet-earth Top 190+ LEARNING TOOLS on Planet Earth!
  102. Best Quick Reference Guides to Tools? Social Media & Web 2.0 Reference Guides: http://zaidlearn.blogspot.com/2012/07/best-quick-reference-guides-to-web-20.html
  103. CHALLENGES?
  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
  108. https://www.facebook.com/groups/LearningInnovationCircle/
  109. http://discourse.col.org/c/open-educational-resources-faq
  110. http://zaidlearn.blogspot.com/ Have a ZaidLearn! Finally, You Might Want To…
  111. 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

×