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Using gamification to enhance roleplaying
Osterskov EduLARP conference
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who are you? stand up if the statement applies to you (yes!)
sit down if the statement doesn’t apply to you (no!)
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Do you teach?
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Do you teach primary school? (students under 12 years old)
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Middle or high school? (12-18 years old)
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Higher education? (>18 years old)
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Do you perform research?
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Do you play board or card games?
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Computer games?
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Sports?
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Drinking games?
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(Live action) roleplaying games?
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Do you know what Twitch is?
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Have you used roleplaying in the classroom?
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Can you do a good maniacal cackle or laugh?
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Have you used gamification in the classroom?
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Are you looking forward to the conference?
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Part 1: gamification
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computer (simulation)
education games educational simulations entertainment gaming serious gaming/ e-learning roleplaying gamification
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gamification is looking at games, and what elements make them so good at engaging our attention − and using those elements for your lesson designs “ ”
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how do games engage their players?
the player is active the player always has a goal he always knows what to do: clear he knows why he needs to do that: meaningful he knows he can with effort reach the goal: doable en challenging the player has autonomy: he can choose what he does or how he does it the player constantly gets feedback he sees the effects of his actions and can try again until he is succesful the progress is visible and is celebrated the player is social: there is cooperation and competition, and the player assumes a role in the story
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how do games teachers engage their players students?
the player student is active the player student always has a goal he always knows what to do: clear he knows why he needs to do that: meaningful he knows he can with effort reach the goal: doable en challenging the player student has autonomy: he can choose what he does or how he does it the player student constantly gets feedback he sees the effects of his actions and can try again until he is succesful the progress is visible and is celebrated the player student is social: there is cooperation and competition, and the player assumes a role in the story
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“ ” let my playing be my learning, and my learning be my playing.
Johan Huizinga, Homo Ludens, 1938
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the student is active
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the goal is meaningful
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De herontdekking van elektriciteit
the goal is meaningful Expeditie Ohm De herontdekking van elektriciteit
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the goals are both doable and challenging
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feedback – the students sees the results of his actions
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the student receives feedback – and has the chance to improve
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autonomy: the student makes meaningful choices
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their is competition and cooperation
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the student assumes a role
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progress is visible
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autonomy: the student makes meaningful choices
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part 2: Roleplaying
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why roleplaying? better retention understanding complex situations
improved motivation increased empathy
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part 3: Expedition europe – combining gamification and roleplaying
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structure
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Seen from all si(d/t)es
+ European researcher 4 1-2 Choose a recent international affair. Consult news sources from different countries (see the QR-code for links) and compare their points of view. essay, blog your English teacher CFEC A afbeelding:
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Use your 1337 skillz! screenshot-report your mentor +
professional intellectual 2 1 demonstrate what you learn by working together with people from other countries in games or social media screenshot-report your mentor CFEC A afbeelding:
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scenarios scenarios based on European affairs twice a year
i.e. the refugee crisis each class plays a scenario based on their grade 1st: play a village asked to host a refugee center 2nd: play a national scenario 3rd: play an international scenario
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scenarios dividing roles within the class
main missions for all students choosing side missions depending on roles
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part 4: conclusion
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how to not use gamification in roleplaying
by adding (complex) scoring systems by adding non-story rewards by adding non-story competition to make something palatable that actually isn’t engaging
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how to use gamification in roleplaying
for structure and clarity for making progress visible for linking the story to the learning goals for providing meaningful choice
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