antonio m. mora garcía - ugrprodelas/workshop/7 - gamification in teaching.pdf · antonio m. mora...
TRANSCRIPT
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Antonio M. Mora García
Department of Computer Architecture and Computer Technology
University of Granada (Spain)
HOW TO MOTIVATE STUDENTS THROUGH GAMES
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Gamification is a process where game-based elements and mechanics are applied in other, in principle, non-ludic environments.
The aim is to lead the people to do a certain set of tasks or to act in a desired way.
It tends to increase the motivation, the concentration, or the effort, for instance.
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GAMIFICATION IN TEACHING
WHAT IS GAMIFICATION?
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Challenges Objectives Solutions Reward
(short-term)
Abstinence/Engagement system
Social Networks support
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GAMIFICATION IN TEACHING
THE MOTIVATION OF GAMES NOWADAYS
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GAMIFICATION IN TEACHING
GAME MECHANICS TO APPLY
Achievements Levels Score Rewards
Challenges Gifts Socialisation Rankings
Avatars Trophies Real-time activity
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Business
Marketing
Health
Social Networks
Education
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GAMIFICATION IN TEACHING
WHERE IT IS APPLIED?
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It is used on the first stages of education.
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GAMIFICATION IN TEACHING
GAMIFICATION IN EDUCATION
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Increases the motivation of students
Improves their reasoning process and their autonomy
Promotes active learning
Provides immediate information and feedback between student and teacher
Increases creativity
Promotes physical and mental abilities
Creates positive attitudes
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GAMIFICATION IN TEACHING
ADVANTAGES FOR THE EDUCATIONAL SYSTEM
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Made to teach Biology and Geology in 3º ESO by Santiago Vallejo
Zombie-Based Learning
The students must apply concepts of the subject to survive to a zombie apocalypse
http://zombiologia.com/
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GAMIFICATION IN TEACHING
EXAMPLES: ZOMBIOLOGÍA
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Used by 25000 students
Configurable to the class dynamics
Positive actions in class increase experience level
Negative actions in class decrease health points
A level up means to have higher power and earn money to buy items and abilities for our character
http://www.classcraft.com
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GAMIFICATION IN TEACHING
EXAMPLES: CLASSCRAFT
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Using electronic voting devices in class
UGR Teaching Innovation Project
Increase the participation, concentration and understanding
Possibility of using it for continuous evaluation
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GAMIFICATION IN TEACHING
EXAMPLES: SIMPLE EXAMPLE
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Play Brighter http://playbrighter.com/
Captain Up https://captainup.com/
Class Dojo https://www.classdojo.com
Course Hero https://www.coursehero.com/
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GAMIFICATION IN TEACHING
OTHER OPTIONS
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THANK YOU!
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GAMIFICATION IN TEACHING
@amoragar
http://geneura.ugr.es/~amorag