p4d 2013 gamification in e-learning presentation
DESCRIPTION
This is the slide presentation that was conducted for the Gamification in E-learning conference help by Knowledge Resources in RSA. the 2 Video links for this presentation are: 1. http://www.youtube.com/watch?v=lK_cdkpazjI 2. http://www.youtube.com/watch?v=zSiHjMU-MUo I really hope that the animations work for you :-)TRANSCRIPT
All things are Possible but the Exceptional things are reserved for the Passionate
Gamification in E-LearningWhere we are going into the future
Darryn: Visionary MD – Passion4Development
6,5%
Agenda
Presentation Expectations (#P4D_Fun)
Hidden Message
Definitions
Basics of E-learning info
Gamification “What it is not”
Gamification “What it is “
The link of Gamification to E-learning
All things are Possible but the Exceptional things are reserved for the Passionate 13%3
All things are Possible but the Exceptional things are reserved for the Passionate
Learning IS fun Is Learning
Definitions
E-learning
E-learning refers to the use of electronic media and information
and communication technologies (ICT) in education.
Gamifi cation
Gamification is a loyalty and engagement tool that uses game
mechanics and dynamics to galvanize (to stimulate to
action) user behaviour goals
All things are Possible but the Exceptional things are reserved for the Passionate 25%5
Source: Bersin by Deloitte, 2013.
What’s happening in the Industry
Instruction/facilitation
Development of Instructor-led content
Development of e-learning content
Off-the-shelf content
External classes or Certification
Assessment Services
0% 5% 10% 15% 20% 25% 30% 35%
29%
16%
8%
9%
27%
30%
5%
8%
19%
27%
4%
2012
2010
Percentage of External Spending by Category-US (2010 vs. 2012)
All things are Possible but the Exceptional things are reserved for the Passionate 31%6
Current LMS’s
Awaken Be Online
Accrodlms
3dgamelab
GamEffective
Managermechanics
BizPart Engage Platform
The Plateau LMS (now called Success Factors)
“Sloodle” that marries Second Life to “Moodle”
Socrates-Minerva project Adaptive Learning
Spaces and the FP7 project GRAPPLE
All things are Possible but the Exceptional things are reserved for the Passionate 38%7
Definitions
E-learning
E-learning refers to the use of electronic media and information
and communication technologies (ICT) in education.
Gamifi cation
Gamification is a loyalty and engagement tool that uses game
mechanics and dynamics to galvanize (to stimulate to
action) user behaviour goals
All things are Possible but the Exceptional things are reserved for the Passionate 44%8
All things are Possible but the Exceptional things are reserved for the Passionate
Examples of Gamification
Over one evening, our bottle bank arcade was used by nearly 100 people
Gamification is NOT...
Turning everything into a game...
Adding games in the workplace (solitaire etc...)
Not converting your training programme into a
game
Not simulations or games during training
All things are Possible but the Exceptional things are reserved for the Passionate 50%10
Gartner Hype Cycle
11All things are Possible but the Exceptional things are reserved for the Passionate
Peak of inflated Expectations
Plateau of Productivity
Slope of Enlightenment
Trough of Disillusionment
Technology Trigger
VISIBILITY
Time
63%
The Psychology of Optimal ExperienceMihály Cs íkszentmihályi
12All things are Possible but the Exceptional things are reserved for the Passionate
Low Skills Hi
gh
Ch
all
en
ge
s
High Anxiety
Increasing Skills
Boredom
Incre
asin
g
Ch
all
en
ge
Flow Channel
69%
The Link game
In how few realistic steps can you link:
Genghis Kahn to E-learning
Either individually, or in pairs
30 seconds to tryAll things are Possible but the Exceptional things are reserved for the Passionate 72%
Player Types (derivative or Bartle player types)
14All things are Possible but the Exceptional things are reserved for the Passionate
Acting
Interact
Co
nte
nt
Pe
op
le
Explorers
Collaborators
Expressers
Competitors
Stardoll, Barbie
Modcloth CaseStudyWorld of War Craft
Age of Empires
Slide Share
PhotoShop Facebook
Pintrest
4 Square
75%
Pride-Frustration Model
Positive Cycle
Social Behaviour
Willingness to Learn
Positive Appraisal
Success and pride in use
Negative Emotion
Positive Emotion
Source: Emotional obstacles for e-learning – a user psychological analysis
Emotional E-
learning experience
Negative Cycle
Withdrawalbehaviour
Failure and frustration in use
Negative Appraisal
Unwillingness to learn
All things are Possible but the Exceptional things are reserved for the Passionate 81%15
Pride-Frustration Model
All things are Possible but the Exceptional things are reserved for the Passionate
GAMIFICATION TO HELPSets out Strategic maps... cannot
fail in a game
Gamification builds on current to
enhance future
Gamification makes Learning
fun... Autonomous learning
Gamification change enhances
the desired behaviour
Negative Emotion
Negative Cycle
Withdrawalbehaviour
Failure and frustration in use
Negative Appraisal
Unwillingness to learn
87.5%16
17 94%
Pride-Frustration Model
Positive Emotion
Source: Emotional obstacles for e-learning – a user psychological analysis
All things are Possible but the Exceptional things are reserved for the Passionate
GAMIFICATION TO ENHANCE ENGAGEMENT
Reputation systems matter (PBL’s)
Points Badges and Leader boards
Research Challenges – Assist in solving
problems
FUN!!! Great games don’t make you
read a manual or take a training course,
they make you learn by doing
Gamification builds communities
Positive Cycle
Social Behaviour
Willingness to Learn
Positive Appraisal
Success and pride in use
livhuwa / Ro livhuwa
Ngiy
ath
oko
za
Inko
muN
do
Ngiyabonga Ke a
leb
oh
a
Siyabonga
Enkosi
All things are Possible but the Exceptional things are reserved for the Passionate
Darryn Van Den Berg
Passion4Development
P4D_SA
18