the gamification of education

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By Miary Andriamiari soa June 2014 THE GAMIFICATION OF EDUCATION

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THE GAMIFICATION OF EDUCATION. By Miary Andriamiarisoa June 2014. THE GAMIFICATION OF EDUCATION. OUTLINE Introduction Definition Global Context Gamification Misconceptions Gamification Implementation Workflow Conclusion. THE GAMIFICATION OF EDUCATION. DEFINITION - PowerPoint PPT Presentation

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Page 1: THE GAMIFICATION OF EDUCATION

By Miary Andriamiarisoa

June 2014

THE GAMIFICATION OF EDUCATION

Page 2: THE GAMIFICATION OF EDUCATION

OUTLINE Introduction

Definition

Global Context

Gamification Misconceptions

Gamification Implementation Workflow

Conclusion

THE GAMIFICATION OF EDUCATION

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DEFINITION The craft of deriving all the fun and addictive elements

found in games and applying them to real-world or productive activities (Yu-kai Chou)

A series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes (Wang, R. December 2011. Demystifying Enterprise Gamification for Business . Constellation Research).

Gamification is using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. Kapp, Karl M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (p. 11)

THE GAMIFICATION OF EDUCATION

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GLOBAL CONTEXT 28 million people harvest their

crops on FarmVille everyday 67% of American households play

computer or video games, spending a total of $20.77 billion in 2012

3 billion hours a week are spent on playing video and computer games on planet earth

World wide video and computer game industry, which is valued at over $105 billion

THE GAMIFICATION OF EDUCATION

The average video game player has been playing games for over twelve years. The majority of our students grew up playing (video/arcade/computer) games

Today, 26% of people playing games are over fifty (vs. 9% in 1999)

Volkswagen, The Fun Theory, Musical stairs versus escalators

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The Musical Stairs

THE GAMIFICATION OF EDUCATION

Once implemented, 66% of people chose to use the musical stairs

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EXPLOSIVE GROWTH More than 50% of organizations that manage innovation

process will gamify those processes within the next decade (Gartner Group, April 2011)

Overall market for gamification is predicted to grow to $1.6 billion, up from a reported $100 million in 2012

Within the next five years, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, Twitter, or Amazon

Note: these societal forces are greatly influencing the future of learning in Higher Education

THE GAMIFICATION OF EDUCATION

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GAMIFICATION MISCONCEPTIONS: What gamification IS NOT

A novelty. A 7 th-century game with a fictional battlefield including foot soldiers, elephants, and chariots (Bepi Entertainment. A brief history of wargaming. www.faculty.virginia.edu/setear/students/wargames/page1a.htm). Modern examples: frequent flyer miles, reward system, Citicard Thank-You system, etc…

About Badges, Points, and Rewards. It is about engagement, storytelling, visualization of characters, and problem solving

Trivialization of learning. Gamification is a serious approach to accelerating the experience curve of the learning, teaching complex subjects, and systems thinking (Kapp, Karl M. p. 13)

THE GAMIFICATION OF EDUCATION

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THE GAMIFICATION OF EDUCATION

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GAMIFICATION MISCONCEPTIONS: What gamification IS NOT

Easy to design. A systematic approach is required to effectively build an impactful educational game

Perfect for Every Learning Situation Not effective for some learning content Not always the right tool to maximize learning Not a magic bullet to eliminate boredom.

Game-based learning. First and foremost about the game and its cognitive residue (Example: Civilization V, Fate of the World)

Playing. The simple introduction of a goal adds purpose, focus, and measurable outcomes. This, in turn, transform playing into gaming

THE GAMIFICATION OF EDUCATION

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GAMIFICATION IN HIGHER EDUCATION The term “gamification” is of fairly recent coinage, however the use of

game elements to teach is certainly not new

The newness of this old idea lies in the rapidly growing acceptance of game thinking and game mechanics

Proliferation of mobile platforms & advancements in mobile technology

expand opportunities for game-play, allowing participants to engage any time from any place.

When applied to performance, learning, and instruction, this societal movement (wide adoption & proliferation of gaming) is forcing a re-examination of how games impact learning and performance

Gamification of learning using technology has extremely strong support: several grants from Next Generation Learning Challenges and the Bill & Melinda Gates Foundation

THE GAMIFICATION OF EDUCATION

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GAMIFICATION IN HIGHER EDUCATION Pepperdine University Business School: Web-based gamification

tool called Veri, which includes leaderboard for competition, multiple levels, testing components

Course Hero: gamified course-creation tools, coursehero.com

Penn State University, Economics, ‘Who Wants to be a Millionaire’

Excelsior College, Center for Game and Simulation-based Learning

University of Minnesota’s School of Nursing. Partnership with technology company to develop web-based interactive games that engage nursing students with real-life scenarios

THE GAMIFICATION OF EDUCATION

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GAMIFICATION IMPLEMENTATION WORKFLOW

THE GAMIFICATION OF EDUCATION

Define Contexts Define Learning Objectives

Structure the Experience

Identify Resources

Apply Gamification

Elements

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WORKFLOW: DEFINE CONTEXT

DEFINE LEARNING CONTEXT Design gaming platform to be used individually or as a group To be used in a supervised/controlled environment (classroom,

breakout rooms) or remotely (off campus) To be counted as optional activities, prerequisite, learning

reinforcement tool, study aid, graded, extra credits

DEFINE LEARNER CONTEXT Define possible ‘pain points’ (factors that prevent a student

from advancing through the learning program and/or achieving the objectives)

Example: poor quality of assignments submitted could be due to Delivery method (student is a visual learner while course was delivered orally) Low motivation (assignment didn’t count towards final grade)

THE GAMIFICATION OF EDUCATION

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WORKFLOW: DEFINE LEARNING OBJECTIVES

Identify goals to be achieved through the gamification process

Clearly state mastery level students will reach after completion of the game: Avoid generalization such as ‘comfortable with’ learning

component. Instead, quantify learning level such as, ‘memorize and

know the top 200 pharmaceutical drugs.’

THE GAMIFICATION OF EDUCATION

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WORKFLOW: STRUCTURE THE EXPERIENCE

Sequence knowledge and quantify what students need to learn and achieve by the end of each stage or milestone

Translate knowledge sequences into Game Levels

Categorize and group learning components

THE GAMIFICATION OF EDUCATION

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WORKFLOW: IDENTIFY RESOURCES (1 of 2) Sequenced learning material from content expert—the

instructor Aesthetic and game-building components (usually 3D

assets) Identify tracking mechanism to measure student

progress Define what determines the accomplishment of a level Define currency (points, time) Determine game rules Define a feedback mechanism for both the instructor

and students

THE GAMIFICATION OF EDUCATION

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WORKFLOW: IDENTIFY RESOURCES (2 of 2)Aesthetic and game-building components (usually 3D assets)

THE GAMIFICATION OF EDUCATION

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WORKFLOW: APPLY GAMIFICATION ELEMENTS Gamification is the addition of game-like-elements,

also called game mechanics, in non-game settings

Two types of game mechanics: Self-elements

Social-elements

THE GAMIFICATION OF EDUCATION

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WORKFLOW: APPLY GAMIFICATION ELEMENTSSelf-elements

PointsAchievement badgesLevelsTime restrictions

Self-elements help students compete with themselves and recognize self-achievement

THE GAMIFICATION OF EDUCATION

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WORKFLOW: APPLY GAMIFICATION ELEMENTSSocial-elements

Interactive competition (use of Leaderboards)Group work or cooperation

Social-elements put the students in a community with other students, and their progress and achievements are made public (without violating FERPA rules)

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THE GAMIFICATION OF EDUCATION

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WORKFLOW: GAMIFICATION AT WESTERNUUniversity Resources

Strategist & Architect Game Developer Game Interface Designer 3D Animators & Designers

TechSupport request for Game Design consultation ([email protected])

THE GAMIFICATION OF EDUCATION

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CONCLUSION

Gamification offers instructors Numerous creative opportunities to enliven their instruction with

contests, leader boards, or badges Opportunities to give students a recognition mechanism and a

positive attitude toward their study Ability to measure progress toward clear goals, allowing students to

compete against themselves Instructional tools using game elements that engage and motivate

students, encourage exploration, foster independent effort, and build problem-solving skills

Gamification is not about adding games to classes, but designing classes as games

QUESTIONS?

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REFERENCES Jane McGonigal, Higher Education Is a Massively Multiplayer

Game, Educause Conference, 2013. Huang, Wendy; Soman, Dilip (December 10, 2013). 

’ A Practitioner s Guide To Gamification Of Education (Report, February 2014). Rotman School of Management, University of Toronto.

Zichermann, G. (2010, October 26). Fun is the future: Mastering gamification. Google Tech Talk. http://youtu.be/6O1gNVeaE4g.

Educause Learning Initiative, 7 Things You Should Know about Gamification, https://net.educause.edu/ir/library/pdf/ELI7075.pdf

TED, 2010, March 17. Jane McGonigal: Gaming Can Make a Better World. http://www.youtube.com/watch?v=dE1DuBesGYM

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REFERENCES Joey J. Lee, Jessica Hammer, Gamification in Education:

What, How, Why Bother? Source: http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf

Virtual Arcade Game, College of Pharmacy, Western University of Health Sciences http://teachtech.westernu.edu/virtual-arcade-pharmacy/

4 Management Tools for Gamification of Education, http://classroom-aid.com/2012/09/26/4-management-tools-for-gamification-of-education/

THE GAMIFICATION OF EDUCATION