Gamification of Learning Michael Barshinger. Engagement.

Slides:



Advertisements
Similar presentations
Trustworthy: to have belief or confidence in the honesty, goodness, skill or safety of a person, organization or thing.
Advertisements

Philanthropy, Values and Citizenship
It’s Not the Technology It’s the Learning Professional Development September :00.
IFISCUS- FAMMILY BUDGET MANAGEMENT Workshop. Goals of the workshop: -development skills of definition of financial goals -diagnosis of motivational.
Play As You Learn Gamification as a Technique for Motivating Learners Dr. Ian Glover Sheffield Hallam University, UK
Lesson 18 Edification.
Slide 1 IM Pro Clinical Certification Coaching Course 2 of 2 Presented by: April Christopherson, OTR.
Preparing For Exam Weeks Strategies and Solutions Do not be anxious about anything, but in everything by prayer and supplication with thanksgiving let.
Get a calendar and use it. It doesn’t do any good to buy a calendar only to leave it in your closet. The next thing that you want to do is look at all.
Applied Software Project Management 1 Introduction Dr. Mengxia Zhu Computer Science Department Southern Illinois University Carbondale.
Ice Breakers Derrick Newby MPA. Objectives Participants will learn a common definition of Icebreaker Participants will learn how to develop Icebreakers.
Coaching for Superior Employee Performance Techniques for Supervisors.
TA End of Semester Survival Skills Lisa Kelly Center for Teaching October 31 st, 2013.
Introduction to the Growth Mindset. Jobs Most of the jobs that our students will be doing throughout their lives don’t exist yet. What they need to thrive:
Pair Programming Testing 2, October 14, Administration  Project due Monday 2PM SHARP  Remember all parts of documentation (list of tests, project.
A product by for BRAND CLUB. The BRAND CLUB is a product that will allow Bolt to instantly construct a gamified loyalty program in a short time span by.
Homework and Motivation
What you need to know about this class A powerpoint syllabus.
Interrupting Generational Poverty
Motivating and Engaging Students Using Gamification Maryville University Karen Fletcher.
LOCUS OF CONTROL Manishaa & Dayaanand.
STUDENT SUCCESS IN AN ONLINE ENVIRONMENT JASON BALDWIN EDU 601: STUDENT SUCCESS JULY 5, 2015 DOUGLAS GOSS.
Let’s stay serious – but motivated! Introduction to Gamification in Education DELP Workshop 2015 – Renée Schulz.
ISLLC Standard #2 Implementation
So You Are Now A Manager! Now that you have been promoted to "Manager" what lies around the corner? This course centers on the major challenges of managing.
Obstacles to Academic Writing Dr. Steve Wallace. Inside and Outside Game of Writing  Inside game: our habits and motivations  Outside game: the techniques.
Effective learning Effective REVISING Think about all the different ways you learn? They all have one thing in common. They link with something you already.
/0903 © 2003 Business & Legal Reports, Inc. BLR’s Human Resources Training Presentations Coaching Techniques.
Mark Gill BSc HND DipHE Lecturer in Games Development
Application of game-like elements to encourage a target audience into engaging in certain behaviors Meant to be and added tool for a business and not its.
Chapter 14 Facilitating Self-Care, Adaptive, and Independence Skills
WHAT TO EXPECT WHEN INNOVATING Dr. Anne Snowdon – May 8, 2015.
How to make it work for you. What is a referral? Types of referrals? Why do we want referrals? Problems with gaining referrals Successful Referral Process.
Motivation. If you want to make things happen the ability to motivate yourself and others is a crucial skill.
SUBMITTED BY JESNA J AM.EN.P2ELT14003 LEARNING MANAGEMENT SYSTEM.
Getting Everybody on Board Session 3 Module 4 Presented by the MBI Consultants.
New Supervisors’ Guide To Effective Supervision
NATIONAL CONVENTION AUGUST 30, 2012 The Power of Yes: Motivating Yourself & Your Team Lou Ann Sabatier Sabatier Consulting.
Introduction for BIGS v. 4/24/12. Thank you for participating! Exciting national program: Relationship - “Plus” Cutting edge science: Skills to reach.
Fun and Games: Strategies for Success with Gaming in Online Course Design Dr. Tamara Powell Kennesaw State University Kennesaw, Georgia, USA.
When Positive Skills Become Habits A habit is something that you do without thinking.
10 Ideas For Great Membership Site Content. Recordings From Webinars. Webinar recordings from previous training or that were done as part of a coaching.
E-Mission + Team of undergraduates = ??? Background and motivation.
Getting Your Partners off to a Fast Start. Your Ideal Brand Partner is: Teachable, Coachable, Excited, Motivated, Positive Attitude, Caring, willing to.
Chapter 5 5 Motivation C H A P T E R. Motivational Theories Social learning theory (Bandura) –Based on perceived self-efficacy –Motivated by expectations:
Killer Apps - Thoughts from Deloitte. The TMT team at Deloitte’s have produced a report that takes an in-depth look at the world of branded apps --- They.
By: Alina. If I’m signing up for a job the people who might hire me have to search on the internet if I’m mature or capable of having a job because if.
Gamifying questions using text alone Pete Cape, Global Knowledge Director, SSI 1.
-28 million people harvest their crops on Farmville -Over 5 million people play over 45 hours a week of games -In the US, 9 out of 10 kids play video.
Play to Learn: Playing Games to Learn how to Design Games Session M301 Sharon Boller Indianapolis, IN.
© Copyright 2014 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice. Gamification Carsten Schlipf.
Culture Snapshot Card Sort Analysis Video Questions.
Study Skills Tiger University Jan 16, 2013 Woodlake HS.
Review, Reflect, and Respond Looking ahead: Using your Knowledge and Resources.
Section title This presentation is designed to help you talk to young people about Drive. The notes included aren’t intended to be read out, they are for.
Not just for Celebs Anymore
What’s your story? How did you arrive in this career?
THEY DON'T HATE YOU, THEY HATE CHANGE
Simple Tips for Teaching Realm Connect or The City
IASP fall Conference 2017 goo.gl/LTGsWd.
Best Leadership Training Company
Guide for People Going for Advanced MS Excel Training Courses By Talent Magnifier Job Oriented Practical Training Institute Doing.
How to Find a Local NAVUG Chapter
LE1-C1S1T1pg1-6 Leadership Defined
Building Self Belief skills as a Young Professional
Gamification for Educators
HOW TO TALK TO FAMILIES AND KIDS
Tips for Collective Skill Building and Collegial Support
How to Find a Local Chapter
HOW TO TALK ABOUT DIFFICULT TOPICS
Presentation transcript:

Gamification of Learning Michael Barshinger

Engagement

G-Word 

Game-ification

“Practicing law is serious business, done by serious professionals, and we don’t have time for games.” -- Partner

Gamification  Engagification-or- Reward, Recognition, and Motivation Programs

Gamification 101 Is not about making everything a game Is not about badges, points, and leaderboards It can’t fix a bad product

Definition Gamification - the use of game-psychology and game-mechanics to engage users and change behavior. Note 1.Game is not the goal. 2.Engaging users and changing behavior is the goal.

The Gamer Generation 90m

7 Habits of Highly Successful Gamers 1.Everyone Can Succeed. 2.You Gotta Play the Odds. 3.Learn from the Team, not the Coach. 4.Trust Strategy Guides. 5.Watch the Map. 6.Can’t See It? Ignore It. 7.Demand the Right Team.

7 Habits of Highly Successful Gamers

1. Everyone Can Succeed Gamers are extremely optimistic. They believe that everyone can succeed by working hard enough and long enough.

2. You Gotta Play the Odds. Gamers are twice as likely as Boomers to believe that success is due to luck. Gamers are more likely to believe, “with a little luck I can be successful without formal training.”

3. Learn from the Team, not the Coach. Gamers are good a teamwork, often gaming in groups. They learn from each other, not a coach or a teacher. Recommendation: “Teach” by introducing a problem and then getting out of the way.

4. Kill Bosses, Trust Strategy Guides Position yourself as someone who has been there and can offer tips. Gamers love strategy guides. Recommendation: incorporate strategy guides into your offerings [see handout: quick start guide]

5. Watch the Map. Gamers function best when they know exactly where they are, where they need to go, and who is ahead of them. Recommendation: Incorporate learning plans into your training programs

6. Can’t See It? Ignore It. 

7. Demand the Right Team. Gamers seek out other gamers who are at the same skill level. Most gamers don’t like to play with experts or newbies. Recommendation: If you’re going to “teach” a group by introducing a problem and then getting out of the way, avoid mixing skilled and unskilled people into the same group. Unskilled people learn best when grouped with other unskilled people.

Definition Gamification - the use of game-psychology and game-mechanics to engage users and change behavior. Game Mechanics – tools and techniques that can be utilized to build a highly motivational user experience

Game Mechanics Voting

Game Mechanics Voting Follow

Game Mechanics Voting Follow Collect

Game Mechanics Voting Follow Collect Unlock

Game Mechanics Voting Follow Collect Unlock Lottery

Game Mechanics Voting Follow Collect Unlock Lottery Grades

Game Mechanics Voting Follow Collect Unlock Lottery Grades Clearing

Breakout Session: User Types

Case Study Introduction of LearningSite

Most popular phone in 2003 – LG 8000

Panning and Zooming

Goals for LearningSite Mobile – first class citizen Modern UI – faster, cleaner, simpler, more streamlined Fewer clicks Improved search More customizable, improved branding Backward compatible

Engagement

LearningSite Adoption and Usage UsageAdoptionEngagementGamification

Learning Objectives 1.Change personal settings 2.Play videos 3.Register for events 4.Opt into plans 5.Request courses 6.Review achievements 7.Share videos, events, courses 8.Sign in from a mobile device

Demo

Breakout Session: Getting Buy-In for Gamification Put business goals first –think about metrics that management can get behind Avoid use words like game, gamify, and gamification, use something else like Reward, Recognition, and Motivation Programs