gamification : playful teaching for generation-x/-y/-z/…
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Gamification : Playful Teaching for Generation-X/-Y/-Z/…. Alexandru Iosup Parallel and Distributed Systems Group. What Is This Talk About?. Q: What would you learn about the Van Gogh Museum from the poster?. Take-Home Message. Gamification * in Higher Education = Rich Challenge. - PowerPoint PPT PresentationTRANSCRIPT
Missie en Visie TU Delft
Gamification: Playful Teaching for Generation-X/-Y/-Z/
Alexandru IosupParallel and Distributed Systems Group
#TUD-CH-Informatica#TUD KrentenbollencolloquiumWhat Is This Talk About?
Q: What would you learn about the Van Gogh Museum from the poster? #TUD Krentenbollencolloquium
Gaming is challenge and reward, tension and catharsis Game universes populated with all levels of skillGame universes populated with all personalitiesGaming used to be about youths, now all generationsGamification* in Higher Education = Rich Challenge* Making courses similar to game universesTake-Home Message#TUD KrentenbollencolloquiumWhy Fix It If It Aint Broken?Well, its broken (at least grammar)
New generation of studentsAttention spanIs higher education needed?A technical education?!
New wave of studentsInternational means multi-culturalGaming may be the unifying factor for the student nation
New ambition of TU DelftVerslagpercentage too low, but cannot select students find ways to motivate them!
#TUD KrentenbollencolloquiumWhy Gamification? Science and scholarship are much like games. Players are drawn into games because of their challenges, and playing involves creating, testing and revising strategies as well as the skills necessary for progressing in the game. Mayra, Game Studies, 2009, p.3
+#TUD KrentenbollencolloquiumWhats in a name?MechanicsExplore, do, learn, socialize, compete+RewardsPlayer stats, badges, others+Game Contentpuzzles, challenges, extra-projects, cultureSocial Gaming =(online) games for which social interaction helps the gaming experienceOver 250,000,000 active players
Romeo and Juliet#TUD KrentenbollencolloquiumGamification at TU Delft, since at least 2007B.Sc. CoursesTI1400 Computer Organization (2 years + ongoing)(previously, was rated consistently lower than others, considered tough and boring course)IN3305 Bachelorseminarium (5 years, evolving form)
M.Sc. CoursesIN4392 Cloud Computing (1 year, pair teaching)IN4391 Distributed Computing Systems (ongoing)Q: Is gamification useful?Q: How to gamify a course?#TUD KrentenbollencolloquiumThe Scoring System for TI14001. Course Points2. Access Tokens3. Brownie Points10,000 for straight 10+300 correct exam Q+500 entry quiz+50 activity inLab/Lecture/Tutorial+1,000 lab bonus #2+500 lab bonus #1+25 correct end-lecture quizBonus LabassignmentsAdvanced topics(GPUs, clouds)Discuss w LecturerStart with 1Propose Exam QsRec. letterI will bake brownies for you!(but not forceyou to eat them)+1,000 team self-study
Q: What is unusual about this scoring system?#TUD KrentenbollencolloquiumThe Scoring System for TI14001. Course Points2. Access Tokens3. Brownie Points10,000 for straight 10+300 correct exam Q+500 entry quiz+50 activity inLab/Lecture/Tutorial+1,000 lab bonus #2+500 lab bonus #1+25 correct end-lecture quizBonus LabassignmentsAdvanced topics(GPUs, clouds)Discuss w LecturerStart with 1Propose Exam QsRec. letterI will bake brownies for you!(but not forceyou to eat them)+1,000 team self-study
Q: Why this complicated system?Gamification = more tracks of advancement +keeps top students involved in the classroomA1:Decoupling grading schemes = responding to cultuur van zesjes>65% success rate at first exam for 2 years now.Extra (bonus) points for Lab, Lectures, and Tutorial, through extra assignments, lecture participation and end-lecture quizzes, and team-/self-study, respectively. A2:#TUD KrentenbollencolloquiumIs This Playful (or) Education?
Two thirds of our students pass after their first try. Exam in 2012 more difficult than exam in 2011.Self-study work in 2012 more extensive than in 2011.We keep top students in the classroom.We get requests for Honors Track.etc.Q: Is gamification useful for you?#TUD Krentenbollencolloquium
Thanks from the PDS Group at TU Delft. Questions? I have oneAugust 31, 201111Home pagewww.pds.ewi.tudelft.nl Publicationssee PDS publication database at publications.st.ewi.tudelft.nl
Johan Pouwelse
P2P systemsFile-sharingVideo-on-demand
Henk Sips
HPC systemsMulti-coresP2P systems
Dick Epema
Grids/CloudsP2P systemsVideo-on-demande-Science
Ana Lucia Varbanescu
HPC systemsMulti-coresBig Datae-ScienceAlexandru Iosup
Grids/CloudsP2P systemsBig DataOnline gaming
VENIVENIVENIQ: May I help you gamify your course?#TUD KrentenbollencolloquiumA Student and a Gamer Meet in a BarCivilization arises in and as play, and never leaves it.Huizinga, Homo Ludens, 1938, p.178
Science and scholarship are much like games. Players are drawn into games because of their challenges, and playing involves creating, testing and revising strategies as well as the skills necessary for progressing in the game. Mayra, Game Studies, 2009, p.3
#TUD KrentenbollencolloquiumTraditional GamingPlay is a voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is different from ordinary life Huizinga, Homo Ludens, 1938, p.28
Chess players, Lucas van Leyden, c.1508
Awari, solved by J. Romein et al., c.2000
#TUD KrentenbollencolloquiumMassivizing Social Games: Yesterday, Today, and the Next Five Years A. Iosup14A Brief History of Computer Games1970s: The Device Era 1980s: The Hero Era 1990s: The Tech & Genre Era 1983: Videogames Crash 1981: Handheld Crash
Source: InsideSocialGames.com2000s: The Social Gaming Era#TUD KrentenbollencolloquiumTestimonials
Not only did I learn a lotReally helpfulCertainly [recommend]A huge benefit#TUD Krentenbollencolloquium