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-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.

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Presentation on theme: "-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."— Presentation transcript:

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2 -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 games -The Online Gaming market is worth over $15 billion -58% male, 42% female

3 If you could play only one game for the rest of your life, what would it be? Why?

4 Game Based Learning Vs. Gamification?

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6 Gamification The use of game mechanics and game thinking in non- game environments Introduces concept like badges, levels, achievements and game points Gamification in education: Students are rewarded with these concepts when they succeed, but are not penalized when they don’t. Students are not afraid to step outside of their comfort zone and fail.

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8 Gamification

9 Gamifying Education in Schools Extra Credits: Gamifying Education Animated Video -Playing as a crucial component of learning. -Must be voluntary -Progress encourages progress -Count up instead of down with levels instead of grades -Pickable powers and reward systems based on class-wide achievements

10 TED Talk Gabe Zichermann How games make kids smarterHow games make kids smarter

11 Discussion Questions Do you agree with Zichermann’s vision of Generation G’s needs?

12 Increasing Fluid Intelligence – Do you agree with this list? Why/why not? What would you add/take away? Seek Novelty Challenge Yourself Think Creatively Do Things the Hard Way Network

13 ’Lifesaver’ by the Resuscitation Council & Unit9 The objective of the immersive interactive training is to make anyone aware of the basic steps in responding to a situation where someone (probably a stranger) suffers a cardiac arrest or choking. ‘Crisis simulator’: Live action, totally immersive movie approach which you can play like a game Strong use of character and story: scenarios which the learner can select from a menu. Learn by doing model: sequence of decision points where if you make the right decision you save a life, and if you don’t someone dies. Beat the clock Levels get unlocked as you advance through Makes use of native features on the device, e.g. on the iPad, you ‘pump’ the heart and the app ‘measures’ the rhythm and timing of your CPR to give you dynamic In-built competitive features allow you share your progress via social media platforms. Lots of dynamic feedback: Number of answers right first time, average time to answer and provides a break down of your scores at the end.

14 Virtual Reality House Lets trades trainees such as plumbers practice their skills in a fully immersive virtual reality simulation, allowing them to make mistakes safely and learn from these in order to build confidence and competence Full simulation virtual reality environment. Scenario based approach makes the training very realistic. Flexible, non-linear instructional design and engineering - learners can create their own learning pathways, and the pathways can be altered for beginners and advanced learners. Virtual reality - all fixtures, fittings and tools - helps learners visualize real world setting. Learn by doing approach with a step-by step-training process: planning, costing and installation. Gaming style hand-held console/nunchuck is available which works wirelessly with the online system to improve the virtual experience.

15 Medieval Swansea Interactive historical game gets learners taking on the role of detective to solve a historical mystery. Scenario driven with branching: Player-learners are taken through a series of scenes with lots of stages to unlock in solving the medieval mystery. Interactive challenges take them on a quest to gather points and bonuses in order to tackle the quest. Story-based: Narrative stages, character witnesses. Progression: A dynamic map allows the player-learner to see what stage they are at and what’s left to do. Scoring: Each time a witness is interviewed, you get that character in your collection, unlocking the next stage. There are also objects to collect along the way and at the end you get to cast your vote on the crime in an interactive poll which shows in real time what other players are voting. Feedback: At each stage of the investigation, gamer-learners are presented with challenges and have instantaneous feedback on how they are doing. If they are doing well, they get to ask the witness more questions and add that witness to their collection to let them move on in the game.

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20 http://elearningindustry.com/5-killer-examples-gamified- elearning#at_pco=tst-1.0&at_si=54ff6adcc70e392c&at_ab=per- 2&at_pos=1&at_tot=2 http://elearningindustry.com/5-killer-examples-gamified- elearning#at_pco=tst-1.0&at_si=54ff6adcc70e392c&at_ab=per- 2&at_pos=1&at_tot=2 http://www.gamified.uk/gamification-framework/differences- between-gamification-and-games/ http://www.gamified.uk/gamification-framework/differences- between-gamification-and-games/


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