games and gamification in the future of education

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Games and Gamificationin the future of education.

Kim FlintoffLearning Futures Advisor

We are not aloneThis is a global phenomenon

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Innovating learning for Curtin centres

upon building a highly media rich,

interactive and personalised learning

experience for all our learners.

To facilitate this, CTL are working on

a number of internationally leading

projects and programs.

History

Transforming Teaching and LearningRedefining teaching in the age of learning

04

Making the learning experience more relevant

“ New technologies have resulted in unprecedented global competition and enabled learning to be delivered effectively on a much larger scale. “

Our Challenge

students have unprecedented choice

technology has removed geographic boundaries

employers expect job ready leaders

05Your presenterA little about me

Mr. Kim Flintoff

@kimbowa

+KimFlintoff

facebook.com/kimbowa

Learning Futures Advisor

Strategic Innovations in Learning Engagement

Teacher, researcher, scholar

Current work focusses include games and

gamification in learning contexts, new platforms

for collaborative global learning, challenge-based

engagement, sustainability education, learning

by making, trasnmedia approaches to learning

engagement, microcredentialling and badging

approaches, computational learning, learning

analytics and other big data strategies in the

higher education sector.

A simple gamified example 06

The Bio Game

• Log into tiny.cc/exthotseat • CTL – Games and Gamification space • Enter The Bio Game topic • Follow instructions

Attention

Direction

Review

Completion

07GamificationThe systematic activation of learning behaviours

70%

90%

80%

60%

Gamifica'on:+!is!the!concept!of!applying!game!mechanics!and!game!design!techniques!to!engage!and!mo4vate!people!to!achieve!their!goals.!! h8p://blogs.gartner.com/brian_burke/2014/04/04/gartnerBredefinesBgamifica4on/!!

08GamificationThe mechanisms we employ

• Leaderboards  • Badging  • Scores  • Progress  markers  • Surprises  (easter  eggs)  • Avatars  • Rules  • Limits  

Gamification 09

Done well is a positive, non-trivial, engagement strategy

Data Collection

Gamification provides a

context for data collection

about the behaviours of

the learner

Analytics

Analysis of the data allows us to

represent the data in ways that

is more meaningful to both the

teacher and the learner

PersonalisationThe ecosystem allows us to

offer a personalised learning

experience.

More effective and more efficient learning

AnalyticsLeveraging the data of learning behaviours

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Integrated Data CapabilityMeaningful gamification is multi-faceted

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Gamification and Big DataWithout the data its just a token reward system

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Serious games - Levelling upVarying complexity

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An authoring systemGrappling with teachers as developers

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SWAT: Story World Authoring Tool

Chris Crawford’s new game SIBOOT driven by a new engine he calls Dramagine

Example - Campus Questcampusquest.com.au

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Example - EcoChallengeBlending Serious Games and Gamification

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http://unepdhiecochallenge2016.aquarepublica.com/game/webplayer/

Example - ChallengeScaffolding challenge-based learning with gamified experience

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Good ByeSee you next time, have nice day

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