game on! the gamification of adult learning

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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 Design: TEDxBozeman

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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 Design: TEDxBozeman. What is Gamification ?. - PowerPoint PPT Presentation

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Page 1: Game On!  The  Gamification  of Adult Learning

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

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

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

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

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

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

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

Points

• Rewards• Status (leaderboard)• Achievement• Competition

Page 9: Game On!  The  Gamification  of Adult Learning

• 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

Page 10: Game On!  The  Gamification  of Adult Learning

Leaderboards

• COmpetitit

Page 11: Game On!  The  Gamification  of Adult Learning

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

What characteristics of gaming benefit learning?

•Enables individual pacing (personalized learning)•Fosters collaboration•Fosters “just in time learning” earning•Fosters active construction of learning

Page 13: Game On!  The  Gamification  of Adult Learning

What learning tools are embedded in games?

•Structure•Goals•Feedback•Path to progress

(Trees. 2009, p. 16)

Page 14: Game On!  The  Gamification  of Adult Learning

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)

Page 15: Game On!  The  Gamification  of Adult Learning

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)

Page 17: Game On!  The  Gamification  of Adult Learning

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.