re-inventing and enhancing education though technology & gamification
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RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION. NIKOLA DIMITROV Innovation Research Group VUZF University “Innovation: Engine for Economic Growth” International Scientific Forum VUZF University 1 October, 2013. Conceived during industrial revolution . - PowerPoint PPT PresentationTRANSCRIPT
RE-INVENTING AND ENHANCING EDUCATIONTHOUGH TECHNOLOGY & GAMIFICATION
NIKOLA DIMITROVInnovation Research Group
VUZF University
“Innovation: Engine for Economic Growth”International Scientific Forum
VUZF University1 October, 2013
Conceived during industrial revolution
Works like a factory
Focuses on mathematics, physics and theoretical topics
What about arts, sports and fun?
What about creativity?
“We don’t grow into creativity, we grow out of it. Or rather, we get educated out of it.”Sir Ken Robinson
Consequences…
• Epidemic of Attention Deficit Disorder
• Lack of engagement
• Low motivation to study
• Low motivation to succeed
• Poor overall performance
• Dropouts
Is it the students fault???
Computers
Smartphones
Commercials
TV
RadioSocial media
Technological impact on education
• Control over knowledge and information
• Student centered vs. Lecturer centered classes
• Collaboration and peer-to-peer education
• Self passed learning
• Anytime/Anyplace learning
• Emergence of Online and/or mobile education
What do we do?
Punish them
Kick them out of class
Blame media
Blame parents
Give them drugs to focus
Current Challenges
1) Education techniques and Education Tools
2) Examination & Progress monitoring
3) Demotivating marking scheme
4) The role of the lecturer and shifting control towards students
Gamification
“The process of game-thinking and game mechanics to engage users and solve problems” (Zickermann, Gamification by design 2011).
Player typesKillers – 1%
Achievers – 10%
Explorers – 10%
Socializers – 80%
Focus on wining, ranks and peer-to-peer competition
Engaged by leaderboards and ranks
Focus on explorations and discovery of new worlds
Engaged by obfuscated achievements
Focus on attaining status and achieving goals
Engaged by goals, achievements and obstacles
Focus on socializing, network creation and contact lists
Engaged by news feeds, friend lists and chatting
Mastery level
Novice
Problem solvers
Experts
Masters
Visionaries
Game mechanics
PointsLevels
LeaderboardsBadges
Onboarding techniquesChallenges and Quests
Customization
RewardsStatus
AchievementSelf Expression
CompetitionAltruism
Human Desires
Technology & Gamification in Industry
SAP Road warrior sales training
CBA: Investorville.om
Samsung Nation
Redcritter (Agile management)
Nike Plus
Penny auction sites
Mint.com
Frequent Flyer Programs
Fuel/Gas/Shopping Cards
Credit Cards (cash back)
Coupons (Groupon, Grabo.bg)
Foursquare
Farmville
Technology & Gamification in Education
Microsoft “Just press play” Open StudyKhan AcademyUdemy.comCoursera.orgUdacity.comEdublogs.orgLynda.com
Bulgaria:Edukami.comEntertraining
Current goals
• Use Gamification in the courses we teach• Prove that Gamification works• Motivate and engage students• Inspire students, lecturers and people from
the business • Creation of an educational framework and
designing a platform that can be used from K-12 to higher education.
Expected benefits
•Motivate student to learn
•Create a sense of progression and belonging
•Improve average grade level and submission rates
•Increase employment opportunities for students
•Increase student attrition and retention levels
•Create positive awareness of university and increase revenue
Feasibility• The idea can easily be applied and tested
in a single course
Issues and challenges• Management of student point and
progression without a automated software will be time consuming
• Focus on play rather than learning should be monitored and controlled
Implementation Framework• All lectures are to be pre-recorded so that students can learn
at their own pace and repeat what they have not understood (Online and mobile platforms will be used)
• Students shall not be penalized for failure but encouraged to master theoretical concepts and practical exercises
• Gamification techniques will be implemented and student status tracked manually (due to lack of current system)
• Students will have individual as well as team goals and achievements
• Usage of skill points will be introduced for leaderboards, level progression, activity unlocking and rewards
Future steps…
• Innovate a course with Gamification• Create a framework for a Bachelors and
Masters program• Introduce a framework to Ministry of
education to reform education via technology and Gamification
• Introduce and apply Gamification in Bulgarian enterprises
Thank you