Playing with “Fun Failure” in higher education

Slides:



Advertisements
Similar presentations
Co-Teaching as a Model of Student Teaching: Common Trends and Levels of Student Engagement Co-Teaching as a Model of Student Teaching: Common Trends and.
Advertisements

When Students Can’t Read…
LITERACY IN THE MIDDLE YEARS OF SCHOOLING INITIATIVE
Brain-based Learning Model
Direct Instruction Also called explicit instruction Widely applicable strategy that can be used to teach both concepts and skills Uses teacher explanation.
An Overview of Service Learning: Building Bridges, Making Connections
PORTFOLIO.
Induction: Third Day.  How can we teach to promote learning goals? ◦ Approaches to Teaching  From teacher-focussed to student-centred ◦ Constructive.
Why this Research? 1.High School graduates are facing increased need for high degree of literacy, including the capacity to comprehend texts, but comprehension.
Effective Teaching Chap. 3. Effective Teaching Often the characteristics of a good teacher are found to be based on personality or presage variables.
Self-regulated strategy development (SRSD) instruction
TWSSP Summer Academy June 24-28, Celebrations.
Gary D. Borich Effective Teaching Methods 6th Edition
E-portfolio in TaskStream (DRF) Signature Assignments Signature Assignments Classroom Community (1 st & 2 nd semesters) Classroom Community (1 st & 2 nd.
Week 7: Cultures in Computer- Supported Collaborative Design Dr. Xiangyu WANG September 8 th 2008.
Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context Tüzün, H. (2007). Blending video games.
Dr. Pratibha Gupta Associate professor Deptt. of Community Medicine ELMC & H, Lucknow.
Assessing Student Learning
Developing Instructional Strategies
Planning, Instruction, and Technology
Understanding the Process and the Product Professional Development Spring, 2012.
READING – WRITING RELATIONS Are there any? 1. A GENDA The Rationale Literature Review The Purpose of the Study The Study The Research Questions The Results.
THROUGH AN ONLINE PERSONAL DEVELOPMENT PLAN (PDP) INDIANA UNIVERSITY-PURDUE UNIVERSITY INDIANAPOLIS OCTOBER 2010 Generating and Assessing Learning.
LECTURER OF THE 2010 FIRST-YEAR STUDENT: How can the lecturer help? February 2010.
Home, school & community partnerships Leadership & co-ordination Strategies & targets Monitoring & assessment Classroom teaching strategies Professional.
Evidence based research in education Cathy Gunn University of Auckland.
Interstate New Teacher Assessment and Support Consortium (INTASC)
Hope Survey Results Wolf Creek 2013.
Contributions of Contextual Teaching to Improved Student Learning Richard L. Lynch, PI University of Georgia (706)
Partners for Success: A Model for Tutoring Programs.
Literacy Achievement for Secondary Students Exemplary teaching behavior Domains of expertise Anne G Liguori.
Gamification to Engage Students in Literacy Patrice Becicka, Ben Wilcox, Michael Young College Community School District “If a child can’t learn the way.
DVC Essay #2. The Essay  Read the following six California Standards for Teachers.  Discuss each standard and the elements that follow them  Choose.
Making a Difference in Heidi A. Ramírez, PhD Chief Academic Officer Milwaukee Public Schools.
The Evolution of ICT-Based Learning Environments: Which Perspectives for School of the Future? Reporter: Lee Chun-Yi Advisor: Chen Ming-Puu Bottino, R.
Crysten Caviness Curriculum Management Specialist Birdville ISD.
Strengthening Student Outcomes in Small Schools There’s been enough research done to know what to do – now we have to start doing it! Douglas Reeves.
Accelerating progress through guided writing
Session Objectives Analyze the key components and process of PBL Evaluate the potential benefits and limitations of using PBL Prepare a draft plan for.
Technology Mediated Learning (TML).  All Students are processed:  in year groupings  at the same rate  through the same pre-set curriculum  through.
Motivation The maker and the breaker of an education.
Connecting the Characteristics Margaret Heritage UCLA/ CRESST Attributes of Other Characteristics of Effective Instruction and Assessment for Learning.
Exploring the Effects of Motivated Learning Support in a Problem-based Learning Environment Ming-Puu Chen National Taiwan Normal University Taipei, Taiwan.
Objectives of session By the end of today’s session you should be able to: Define and explain pragmatics and prosody Draw links between teaching strategies.
Stage 1 – Desired Results Level I – Quarter 1 – Art History Established Goals Enduring Understanding: The Elements & Principles of Design are found throughout.
CEIT 225 Instructional Design Prof. Dr. Kürşat Çağıltay
Authentic service-learning experiences, while almost endlessly diverse, have some common characteristics: Positive, meaningful and real to the participants.
Designing Quality Assessment and Rubrics
Teachers’ use of formative assessment in the teaching of reading comprehension Hellen Mkhwanazi.
Promoting self-regulated learning in web-based learning environments Narciss, S., Proske, A. & Koerndle, H. (2007). Promoting self-regulated learning in.
Course Work 2: Critical Reflection GERALDINE DORAN B
7 Training Employees What Do I Need to Know?
TEACHING MATHEMATICS Through Problem Solving
Iowa Teaching Standards & Criteria
Amit Varma Bundhun Resource Person, CODL
Camilla Gyldendahl Jensen
Roberto Razo / June 2014 Major Research Questions 1. How is the learning experience affected for undergraduate students in interaction design by using.
Learning and Teaching Principles
MTT Competency 007-I Presented by Maribel Gracia
Gamification and Education: Top Things to Know
6 6 Training Employees C H A P T E R Training Employees
Getting Started with MMD
california Standards for the Teaching Profession
Insert your name and a picture. Change the Design Template.
Problem/Project-based Learning
CPD: The Coaching & Mentoring Model
Adviser: Ming-Puu Chen Presenter: Li-Chun Wang
TPS Workshop Objectives
Doc. PaedDr. PhDr. Jiří DOSTÁL, Ph.D.
LEARNER-CENTERED PSYCHOLOGICAL PRINCIPLES. The American Psychological Association put together the Leaner-Centered Psychological Principles. These psychological.
Presentation transcript:

Playing with “Fun Failure” in higher education -Experiences from Non-Virtual Lessons. Lecturer, Ph.D. student Camilla Gyldendahl Jensen & Programme Manager, Ph.D. Susanne Dau, Research Programme of Professional Development & Educational Research, R&D. University College of Northern Denmark

Goals that vary through different levels. Educational Games are pronounced "serious games" with the characteristic of having a specific structure with defining traits (Morris, Croker, Zimmerman, Gill, Romig, 2013; McGonigal, 2012). Goals that vary through different levels. Rules define the limits and available opportunities in achieving the goal Instant feedback provides students with valuable information about the progression The students will experience "flow" in their process when the difficulty increase proportionally for each new level. Voluntary acceptance of the game rules and content are known to enhance motivation for the learning situation.

There is a lack of knowledge addressing how academic activities can be enhanced through the use of gamification, here especially the transformation of persuasive game element into a learning environment based on physical game objects (Haimari, Koivisto & Sarsa, 2014; Melero, Hernández-Leo, 2014). However, a literature review of empirical studies of gamification reveals existing gaps in the literature Although the benefits of gamification are found in several studies, the impact is highly context depended. Thus, the environment and the users are significant variables Moreover, implementation of educational games in the classroom is suppressed as existing games very often don't meet the substantive requirements of the teaching situation

Research question How can gamification afford reflective practice among undergraduates through the use of a “Fun failure” strategy in a non-virtual learning context?

RESEARCH DESIGN Experimental participatory design Case study relies on two classes in architectural and construction management education in their fifth semester. The data collection was carried out in 2016. It consisted of two eight hours workshops in each class monitored by three cameras. The empirical data were retrieved from 48-hour video observations and the students written portfolio. Subsequent a qualitative content analysis has been carried out. (Yin, 2013)

“Sequential Constructive Learning” FINDINGS The findings are based on qualitative content analysis and interpretation of the collected data. Based on coding the retrieved analysis categories of interpretation were; Metacognition, Reflection, Literacy, “Fun-failure”, “Sequential Constructive Learning” Engagement.

Sequential constructive learning Headlines Word Sentence Paragraphs Full text Sequential constructive learning And Literacy 1 2 The use of gamification strengthens the depth of the students' writing through a reflective and collaborative approach to the task. Moreover, a step by step approach facilitates the writing process in a continuous flow. 3 4

META - COGNITION Person 3: But there are no limits Person 2: Some of us should take all the inside of the building and then there is someone who can take anything around the outdoor areas and then there's somebody taking… Person 1: What if someone are taking materials? Person 2: Well it is not, don´t you think it is almost too narrow Metacognition is found to involve students behavior within in strategic planning of the task in their effort to achieve the goal. Metacognition is also a part of literacy competence develop through the process. Person 1: Jeg tænker at vi bliver nødt til at finde sådan nogle emner vi kan skrive nogle brikker til Person 3: Så er der en der tager materialer og en der tager…

REFLECTION In the beginning, reflection seems to be superficial, but at the end reflection is visible in their creation of the written portfolio. Videoclip reveals embodied reflective interaction. The physical artifact acts as a trigger of abstraction, obstruction, and lateral thinking. Moreover, reflection is present in embodied actions.

Fun failure is expressed in both verbal and nonverbal attitudes. A “Fiero” behavior is expressed as an emotional benefit of hard work as a result of the “game over” strategy.

Engagement seems to be the driver of the goal oriented persistence. Moreover, engagement progress from a collaborative level to a more individual self-directed stage.

Contributions By thinking in a simple and direct application of gaming principles, it is possible to design a learning situation that can facilitate academic literacy through a reflective and collaborative approach. This study offers a methodology for how to work with game-based learning without having to apply existing computer games that do not meet the substantive requirements of the instruction and the learning situation. Potentials are revealed by the assessment of group work, where student’s individual contributions are comparable to peers in a situation where gamification is applied.

Finally, this study will illustrate how to work with game-based learning aspects without using technology and traditional learning managements system (LMS), by applying gaming principles to a physical context. This approach contributes to existing research within the field of gamification as it offers a model of game designs element in non-game contexts.