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Using Technology to Engage & Gamify Learning (2017)


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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.

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Using Technology to Engage & Gamify Learning (2017)

  1. 2017
  2. We spend hours a week as a planet playing videogames. Did You Know? - Jane McGonigal 3 Billion
  4. The 10,000 Hour Rule!
  5. Gaming Hours a week into NEW EXPERTS! Imagine Transforming 3 BILLION... (3 Billion / 10,000 Hours) 300,000
  8. Gaming Hours a week into LEARNING NEW THINGS! Imagine Transforming 3 BILLION... (3 Billion / 20 Hours) 150 Million
  10. 1 LEARNING
  11. What are the CHALLENGES with engaging today’s Y-Z GENERATION TO LEARN?
  12. STUDENTS Today’s Students? Always Online! Disengaged! Demotivated! Sleeping in Class! No Time to Study! No Patience! Expects us to Reply in a Nanosecond! Googling is Thinking!
  13. BRAIN Amazing Facts About the Human Brain (Infographic):
  14. “The single best work I have encountered on recent findings about the HUMAN BRAIN AND HOW WE LEARN.” — James M. Lang
  17. 4 3 2 1 4 Stages of Learning High Level Unconscious Incompetence Conscious Competence Conscious Incompetence Unconscious Competence - Noel BurchDesigned by: Zaid Alsagoff
  18. Diagram: The Mindset to Mastery…
  20. F A I L IRST TTEMPT N EARNING Zaid Ali Alsagoff
  21. "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.
  23. 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%
  24. Why Lecture? Lively Educative Creative Thought (provoking) Understandable Relevant Enjoyable MISSION? Inspire Influence Inform
  25. Talk Like TED: How to Deliver a TED Talk: TED Talks: The Official TED Guide to Public Speaking: Learn From TED Talks…
  26. Constructive Alignment (CA) Learning Activities ContentAssessment Learning Outcomes More about Constructive Alignment:'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction - John Biggs
  27. Blended *F2F: Face-to-Face Finding the Right Blend… Online F2F Video: Christensen Institute (Source):
  28. 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
  29. 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):
  30. 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
  31. GainAttention Ahh! Question Story FactDefinition Quote Analogy Humor Personal experience Demonstration Video Clip
  33. Design Learning Spaces That… Inspire Students to Connect, Collaborate, Think and Innovate!
  34. 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.
  36. Source: Individual Learning Paths Teacher Led Group/Project Work Assessment MATCHBOOK LEARNING’S BLENDED CLASSROOM
  37. Assessment Miller’s Pyramid:
  38. Use a Variety of Methods to Assess More… Learning AnalyticsPeer-Assessment E-PortfolioRubrics AUTHENTIC Learning & Empower PERSONALIZED Learning!
  39. Empowering conditions for SELF-DIFFERENTIATION and PERSONALIZATION by asking learners to...
  40. How can we use Technology to TRANSFORM Learning?
  41. The SAMR Model (Background and Exemplars): - Ruben Puentedura Image source: SAMR
  42. 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.
  43. Android iPAD Web 2.0 Bloom’s Digital Taxonomies! Google M O R E
  45. If You Can Have _______, WHY NOT?
  46. Gamify Learning Experiences!
  47. 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!
  48. 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…
  49. 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
  50. Gamification image: WHY GAMIFY?
  51. The 8 Core Drives of Gamification 1. Epic Meaning & Calling 2. Development & Accomplishment 3. Empowerment of Creativity & Feedback 4. Ownership & Possession 5. Social Influence & Relatedness 6. Scarcity & Impatience 7. Unpredictability & Curiosity 8. Loss & Avoidance Octalysis Gamification Framework (By Yu-kai Chou) :
  52. Octalysis Gamification Framework (By Yu-kai Chou) :
  53. 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.
  55. Image source:
  56. Potential Pitfalls of Gamification? Adapted from: • • • 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
  58. 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’….
  59. Using Existing Games to Amplify Learning! Empowering problem solving, creative thinking, resource management, collaboration, cooperation, visualization and project management skills.
  60. 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.
  61. Design New Digital Games to Engage People… Inspire Learning, Motivate Action and Solve Problems!
  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. Duolingo is fun and addictive (bite-sized lessons). Earn points for correct answers, race against the clock, and level up.
  64. Kate Fanelli MathLand (20 Levels): 1. Lesson 2. Practice 3. Mastery Test (can redo) Gamification?  Points (for completing tests)  Levels  Avatar Board
  65. 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
  66. 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:
  67. 3 C2S2C
  69. C2S2C Method
  70. 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!
  71. Gamification can be applied to sequential or non-sequential learning tasks/activities/Scenarios. 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/SCENARIO 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
  72. Example? Gameplay: 3 Hours to do this… Group Activity
  73. Consider using Rubrics as a Tool for… RubiStar (rubric creation tool): LEARNING, FEEDBACK & ASSESSMENT Database of Rubrics:
  74. 2. COMPETE Individual or Group
  75. Competition Group size: 4-7 Communication Collaboration Leadership Strategy Planning IT Savvy divided Only assist if asked! Example: Group Work
  77. 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
  78. “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!
  79. 5. CELEBRATE “It’s NOT really about winning, but using game mechanics to engage and inspire real effort.” - Zaid Alsagoff
  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. 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
  86. Transform your class into an adventure and take student motivation to the next level.
  88. Commonly used LMS are also Infusing… GAMIFICATION to Engage Learners More.
  89. Use Virtual & Augmented Reality to… 32 Augmented Reality Apps for Education: Engage & Gamify Learning in the Physical World!
  90. Gamifying Augmented Reality!
  91. Use Interactive Web Tools to Engage & … Student Response Systems (SRS) that empower teachers to engage their students via smartphones, laptops, and tablets. Gamify Learning!
  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. 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).
  96. Quizlet
  97. Socrative
  98. Nearpod An innovative and interactive classroom tool to create, engage and assess. An all-in-one solution for the use of devices in education!
  99. Formative
  100. Kahoot
  102. More Learning Tools? Top 190+ LEARNING TOOLS on Planet Earth!
  103. Best Quick Reference Guides to Tools? Social Media & Web 2.0 Reference Guides:
  105. Technical Challenges  Tools overload  Firewall blocking  Accessibility  Usability  Ease-of-use
  106. Sharing Challenges Information overload Content ownership Confidentiality Quality Authority Work-life balance
  107. 6 Simplified
  108. Gamify Any Course? C2S2C Gamify! Learning Activities ContentAssessment Learning Outcomes Tools Blend F2F Online
  109. Paperback (Print) E-Book (Kindle) 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.
  111. Have a ZaidLearn! Finally, You Might Want To…
  112. Zaid Ali Alsagoff Learning Innovation Specialist AQL Learning Innovation Consultancy