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Page 1: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

Game On! The Gamification of Adult Learning

Click to watch how Paul Anderson used game elements to improve learningin his AP Biology course: Classroom Game Design: TEDxBozeman

Page 2: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

What is Gamification?

Gamification is the application of game mechanics and psychology to drive desired behaviors in non-game settings.

Source: (Trees, 2013).

Page 3: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

What are common game elements?

Rewards•Badges•Privileges

Status•Titles

Achievement•Levels•Points/grades

Self-expression•Avatars•Choice

Competition•Leaderboard

Emotion

Page 4: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

What is a badge?

A badge is a visual validation of achievement that indicates a person’s knowledge, skill, or accomplishment. Think of badges as a way to recognize a person’s multifaceted abilities. Badges allow students to provide a more comprehensive developmental narrative to share with peers, parents, teachers, and potential schools or employers. Source: (,)

Page 5: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

What are some achievements that can be rewarded with badges?

•Performance

•Product

•Behavior

• Attendance

• Punctuality

•Respect

• participation

Page 6: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

Why use badges?

• To signify successes, establish goals, and foster positive learning and working habits

• Completing projects and performances

• Mastering concepts

• Rewarding behavior

• Attendance

• Punctuality

• Leadership

• Respect

• Participation

Page 7: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

How do I deliver badges?

• Identify learning goals and reward progress and completion.

• Identify behaviors and reward demonstration (e.g. artifact creation, skill development, participation, goal achievement, reflection) and how you can recognize multiple aspects of learning.

• Identify competencies.

Page 8: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

Points

• Rewards

• Status (leaderboard)

• Achievement

• Competition

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• digital games (1) are built on sound learning

• principles, (2) provide more engagement for the learner, (3) provide personalized learning

• opportunities, (4) teach 21st

• century skills, and (5) provide an environment for authentic and

• relevant assessment.best

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Leaderboards

• COmpetitit

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What behaviors do gamers exhibit?

•Risk taking (freedom to fail)

•Persistance

•Attention to detail

•Problem-solving skills

Page 12: Game On! The Gamification of Adult Learning Click to watch how Paul Anderson used game elements to improve learning in his AP Biology course: Classroom

What characteristics of gaming benefit learning?

•Enables individual pacing (personalized learning)

•Fosters collaboration

•Fosters “just in time learning” earning

•Fosters active construction of learning

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What learning tools are embedded in games?

•Structure

•Goals

•Feedback

•Path to progress

(Trees. 2009, p. 16)

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What does the research say?

• Navigation, military training and health care games and simulations have been widely used with a certain degree of success

• Gameplay constitutes a particularly effective way of organizing learning activities

• Gameplay is regarded as an important arena for the development and formation of thinking, identities, values and norms

Sources: (Gee, 2003); (Rystedt, 2002); (Cole, 1996; Piaget, 1951; Rogoff, 1990)

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What are the barriers to adoption?

• Schools slow to adopt new innovations

• Research around play patterns and learning was limited

• Designing good games was difficult

• Parent and educator attitudes toward games

• Lack of PD for teachers to integrate gaming

• Skills that games develop are not assessed in standardized tests

• Lack of evidence to support use(MLGF p20)

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ReferencesDeterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From game design elements to gamefulness: Defining

“gamifcation.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning

Future Media Environments (MindTrek ’11). New York, NY.

Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward: Obstacles, opportunities, and

openness. The Education Arcade: Massachusetts Institute of Technology. Retrieved from http

://www.educationarcade.org/

Trees, L. (2013). Gamification in knowledge management: How it works and

what your organization should know. Houston, TX: APQC white paper.


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