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

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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 Presentation

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Page 1: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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

Page 2: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

Conceived during industrial revolution

Works like a factory

Focuses on mathematics, physics and theoretical topics

What about arts, sports and fun?

What about creativity?

Page 3: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

“We don’t grow into creativity, we grow out of it. Or rather, we get educated out of it.”Sir Ken Robinson

Page 4: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

Consequences…

• Epidemic of Attention Deficit Disorder

• Lack of engagement

• Low motivation to study

• Low motivation to succeed

• Poor overall performance

• Dropouts

Page 5: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

Is it the students fault???

Computers

Smartphones

Commercials

TV

RadioSocial media

Page 6: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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

Page 7: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

What do we do?

Punish them

Kick them out of class

Blame media

Blame parents

Give them drugs to focus

Page 8: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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

Page 9: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

Gamification

“The process of game-thinking and game mechanics to engage users and solve problems” (Zickermann, Gamification by design 2011).

Page 10: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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

Page 11: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

Mastery level

Novice

Problem solvers

Experts

Masters

Visionaries

Page 12: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

Game mechanics

PointsLevels

LeaderboardsBadges

Onboarding techniquesChallenges and Quests

Customization

RewardsStatus

AchievementSelf Expression

CompetitionAltruism

Human Desires

Page 13: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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)

Linkedin

Foursquare

Farmville

Page 14: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

Technology & Gamification in Education

Microsoft “Just press play” Open StudyKhan AcademyUdemy.comCoursera.orgUdacity.comEdublogs.orgLynda.com

Bulgaria:Edukami.comEntertraining

Page 15: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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.

Page 16: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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

Page 17: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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

Page 18: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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

Page 19: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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

Page 20: RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

Thank you

[email protected]