3. the digital era and the games generation

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THE DIGITAL ERA AND THE GAMES GENERATION DANIELA ROMANO UNIVERSITY OF SHEFFIELD

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This presentations shows how the Gamified learning is the blended learning solution needed for learners in the digital era.

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Page 1: 3. The digital era and the games generation

THE DIGITAL ERA AND THE GAMES GENERATION

DANIELA ROMANO

UNIVERSITY OF SHEFFIELD

Page 2: 3. The digital era and the games generation

LAYING THE GROUNDWhere we come from and where we are going…

Roadmap

• Edutainment• Technology Enhanced Learning• Serious Games• Gamification

The Grand Challenges of Technology- support Education and Reasoning

• Personalised education• Assessing student learning• Support social learning• Alternative Teaching Methods and Blended Learning• Lifelong learning and Health Care

Roadmap for the Future

• The digital era • Smart mobile and Pervasive technologies and Rich and Natural Interfaces• The Cloud and Big Data• Serious Games and Gamification• Intelligent Environments AI & Games

Research, Teaching and Impact

• Gamification & Applications to the Real World

Page 3: 3. The digital era and the games generation

LEARNING AND LIVING IN THE DIGITAL ERA

Page 4: 3. The digital era and the games generation

THE DIGITAL ERA & THE GAMES GENERATION

Our present economic era is referred as

Information or Digital Age

to indicate the shift from the production of

physical goods towards the

production and manipulation of information

Second economic revolution

Page 5: 3. The digital era and the games generation

THE DIGITAL ERA & THE GAMES GENERATIONThe main cognitive styles observed in the Games Generations raise a number of important challenges for education, training and business in general

Bloom’s Taxonomy & ICT tools

Bloom’s Taxonomy should not be viewed as a hierarchy, as it was in the 1950′s, but as a dynamic learning process

Page 6: 3. The digital era and the games generation

KOLB’S LEARNING CYCLEDavid Kolb published his learning styles model in 1984 from which he developed his learning style inventory.

Kolb's experiential learning theory works on two levels: a four stage cycle of learning and four separate learning styles. Much of Kolb’s theory is concerned with the learner’s internal cognitive processes.

Kolb states that learning involves the acquisition of abstract concepts that can be applied flexibly in a range of situations. In Kolb’s theory, the impetus for the development of new concepts is provided by new experiences.

“Learning is the process whereby knowledge is created through the transformation of experience” (David A. Kolb, 1984).

Page 7: 3. The digital era and the games generation

LIVING AND LEARNING WITH NEW MEDIA

Page 8: 3. The digital era and the games generation

LIVING AND LEARNING IN THE DIGITAL ERA

Games Generation Cognitive Style

1. Twitch speed vs. conventional speed

2. Parallel processing vs. linear

3. Graphics vs. text

4. Connected vs. standalone

5. Active vs. passive

6. Play vs. work

7. Payoff vs. patience

8. Fantasy vs. reality

9. Technology-as-a-friend vs. technology-as-a-foe

By Marc Prensky

Page 9: 3. The digital era and the games generation

LIVING AND LEARNING IN THE DIGITAL ERA

Page 10: 3. The digital era and the games generation

TECHNOLOGY IS INCREASING HUMAN POTENTIALS

Education BusinessDigital World

www

Making sense

The future…

Page 11: 3. The digital era and the games generation

DYNAMIC LEARNING

A possible model of delivery for the future

Page 12: 3. The digital era and the games generation

ROADMAP FOR THE FUTURE

DANIELA ROMANO

Page 13: 3. The digital era and the games generation

SeriousGames

ROADMAP FOR THE FUTURE

Application:Work with Industry on the Gamification of real business problems

Impact: Extend to new fields of application and involve more and more users

Teaching and Training: Apply Gamification principles within a Blended learning Context

Research Challenge: Continue embedding multidisciplinary research findings into Gamification principles