Storyboarding- Gamification in Education Palandria Hunt Diffusion and Integration of Educational Technology Dr. Timothy Green Walden University
Introduction
…is the use of game thinking, game logic and gaming mechanics in a non-gaming contexts to engage students in solving problems.
History of Gamification Gamified learning has been around for centuries. Gamification started in the early 1900s.
The Need for Gaming Two Teaching Methods Instructor-Led Benefits- Can be very interactive Downside- The effectiveness of lesson depends on instructor Computer-Based Benefits- Cheap and can take place anytime, anywhere Downside- Lacks interactivity Gamification Caters to both methods Allows more student interaction and more practice
Benefits of Gamification Progression Levels Points Investment Achievements Collaboration Virality Appointments Meaning Information Theory Bonus Discovery Infinite Play Synthesis Loss Aversion
Gaming Statistics 1.2. million students in the U.S fail to graduate high school. According to Joey Lee and Jessica Hammer, the environment of school often results inn disengagement, failed outcomes, cheating, and dropping out. 28 million people play Farmville every day. Over 5million play an average of 45 hours a week of games The planet speeds about 3 billion hours a week playing video and computer games.
Research Jane McGonigal is being called the leading face of Gamification. Two teachers from Columbia University in New York noticed how the gaming concept is invading the real world. Analyst predict that the market will become a multi-billion dollar industry by Millions of people spend countless hours gaming. Projected to change students perspective on learning. Gamification can serve as intervention. Could absorb teacher resources and teach students that learning only takes place when being rewarded. Thought of as ways of engagement, provides immediate feedback, gives a sense of accomplishment, reduces the sting of failure, provides a sense of control, critical thinking, and the ability to be challenged and overcome those challenges.
Development and Commercialization Many companies have already incorporated the gaming concept in there business: Crisco has a game called, The Binary Game, which is used to teach people the basics of binary numbers. This game mimics Tetris. IBM has an interactive first-person thinking game, called INNOVs. This game teaches the complex idea of business management. It gives students responsibility to make decisions for a fictitious company, named After, Inc. The military has always used game-based learning, war preparedness, simulations, and military strategies. They believe when it come to life or death scenarios, game- based learning helps to make a better impact on the learner. Although businesses are buying a building different software to accommodate the idea of gamification. Schools and education do not. Gamification is not hard or software, but the basic addition of game-based learning in education.
Innovation-Decision Process IDP is the process through which an individual (or other decision-making unit) passes from gaining initial knowledge of an innovation, to forming an attitude toward the innovation, to making a decision to adopt or reject, to implementation of the new idea, and to confirmation of this decision (Rogers, 2003).
Gamification Decision Process Timeline Knowledge Although, Gamified techniques and programs in business have been around for decades. The term “gamification” was coined in 2003 by Nick Pelling. This concept didn’t gain popularity until Persuasion (Attitude) Between 2007 and 2010 Gamification started gaining more and more popularity. Gamified websites were created for TV shows/ Quest for Learn accepts a class of 6 th graders into a game-based learning environment. Gamification Co. holds their first summit in San Francisco, CA. Decision (adopt or reject) In 2012, over 45, 000 people enrolled in a gamification course through Coursera. Implementation (Use) Mozilla and other companies implemented gamification in to their software. Gartner predicted that in 2012, there would be a 70% of global organizations will have at least 1 Gamified aspect. Confirmation (Reinforcement) M2 Research Predicts that gamification will be over a 2.8 billion dollar industry by With business adopting this innovation, it is forcing its way into education. Turco, K. (2014, March 27). The history of gamification: from stamps to space. [Web log post]. Retrieved October from
Gamification S-Curve This S-Curve is designed to show the growth of Gamification over the past 20 years.
“Games are the new normal.” - Al Gore “Games are the new normal.” - Al Gore
References Gamification. (n. d). Wikipedia. Retrieved October 7, 2014, from Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer. Lazzaro, N. (2004). Why we play games: Four keys to more emotion without story. Retrieved from: Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2). Turco, K. (2014, March 27). The history of gamification: from stamps to space. [Web log post]. Retrieved October from