gamification: impact on student engagement and performance in post-secondary students

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Gamification Impact on student engagement and performance in post-secondary students

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Gamification

GamificationImpact on student engagement and performance in post-secondary students

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Today's classrooms are filled with pedagogy that is "stale, bland, and almost entirely stuff from the past"

Prensky, 2005, p. 62

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Today's Students...

So the real mystery is.... how do we engage today's learners in boring classrooms of the past ?

Today's students are technology savvy and enthusiastic consumers of technology. They come to our classrooms expecting to be entertained and engaged.

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They wont put down their smartphones!! How can we compete with their technology rich lives for their attention to our material?

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To learn the answer to our question, we must first learn more about our studentsSo I knew someone on campus would know about our students I sat down at my computer to compose an email to Gordon Ellis

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It didnt take long and I had new mail

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Percentage of Canadians Playing Video GamesOur Students are Playing Video GamesEntertainment Software Association of Canada, 2013

Students are playing video games.59% of 18 - 34 year-olds report having played a computer game within the last four weeksAverage age of Canadian video game player is 31 years

These statistics are consistent with statistics for community colleges. The average age of Atlantic Canada Community College students is age 30 (Economic Modeling Specialists Intl., 2014), and the distribution by sex of video game players is also similar to that of college campuses.

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Time Spent Playing Video GamesAccording to the 2010 Health Behaviour Survey conducted by the World Health Organization, Canadian children age 10 16 years are spending an average of 1 hour and 51 minutes each day playing video games.

Active Healthy Kids, 2014

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Canadian Video Game Players by SexEconomic Modeling Specialists Intl., 2014Entertainment Software Association of Canada, 2013

Video games are played by both males (54%) and females (46%)

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These are all interesting facts, but I figured I needed some first hand information so I took a walk through the college to see what students were really up to

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Well they say if you cant beat them join them. Can we really use games in classrooms to teach?

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Games in EducationVideo game and serious game research tells us that:Are effective in promoting learning (Annetta, Minogue, Holmes & Cheng, 2009; Barab, Thomas, Dodge, Carteaux & Tuzun, 2005; de Frietas, 2006; Ke, 2009; Liu et al., 2014; Moreno, 2012; Papastergiou, 2009)Should be motivating and provide encouragement through very short-term goalsShould allow for failure with opportunities to try again until students succeed (ODonnell, Gain & Marais; 2013)

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I knew that I couldnt tell the professor that the solution was for him to use video games in the classroom he would never buy into that there had to be a way

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Video games in our classrooms. They take too long to play How does World of Warcraft relate to my content?I dont have time to find video games that work I dont know how to make video games

When you think of incorporating video games into your classroom, there are many barriers that come to mind. 14

GamificationGamification involves incorporating elements of games into a non-game context such as a classroom to increase user experience and engagement.

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GamificationTypically, these game elements include items such as: Points Leaderboards Badges

Game elements can also include:Avatars3D environmentsImmediate FeedbackRanksLevels

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http://www.yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.VGEVp8klp2p

Gamification has been used in a variety of settings including healthcare, business, education and productivity.

Gamification has been used in a variety of settings including healthcare, business, education, and productivity.

For example:

Kahn Academy rewards users for watching videos and solving math problems with points and badges.Fitocracy uses gamification to motivate users to be more physically active.

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How will you use Gamification in your next project?

Need help, contact me for assistance.

Meaghan Lister Consultinghttps://mlisterconsulting.wordpress.com/