Download presentation
Presentation is loading. Please wait.
1
GAMIFICATION The emergence of
The Federation of American Scientists issued a widely publicized report stating that games as a medium offer a powerful new educational tool (FAS, 2006). As games move from being solely a technological tool to becoming a pervasive culture of play, we may yet unlock generations oF curious, confident investigators and collaborators. Moving Learning Games Forward - Educational Arcade Eric Klopfer, Scot Osterweil, and Katie Salen
2
What is GAMIFICATION? the application of game-design elements and game principles in a non- game context. Gamification commonly employs game design elements to improve user engagement, organizational productivity, flow of learning, and employee training and evaluation.
3
Why transform a classroom into
an engaging experience? K-12 are effectively implementing gamification into classrooms When done properly, gamification increases student engagement and shows evidence of students becoming active learners. Although gamification works for all courses, the marked change in class dynamics is most apparent in courses that are normally not very interactive (such as Technical Communication). Courses that are normally interactive and full of class discussions (such as 20th Century literature) are spiced up by gamification, but the difference is less dramatic. “When done properly, gamification increases student engagement and shows evidence of students becoming active learners. Although gamification works for all courses, the marked change in class dynamics is most apparent in courses that are normally not very interactive (such as Technical Communication). Courses that are normally interactive and full of class discussions (such as 20th Century literature) are spiced up by gamification, but the difference is less dramatic.” . . . more schools will turn to game-based learning, colleges and universities will embrace gamification, and I suspect more apps and tools will be developed to facilitate this. With the rapidly changing face of education, the need for more engaging methods of teaching is real . . . Professor Jasmina Fifth International Conference on Effective Teaching and Learning in Higher Education 2015
4
HOW DO WE transform a classroom
Using ten emerging technologies for higher education: Most popular: LMS – ex. Blackboard Flipped Classrooms MOOCs + online courses E-Textbooks Simulation Technology Emergence of: 6. Active Learning Classrooms 7. Active Learning Forum 8. Collaborative Distance Learning Environments 9. Gamification***** 10. Computerized Grading New Mostly popular: 1. LMS - Learning Management Systems (ex. Blackboard) 2. Flipped Classrooms 3. MOOCs Massive Open Online Course 4. E-Textbooks - hyperlinks to multimedia and collaborative notes 5. Simulation Technology (ex. often medical) 6. Active Learning Classrooms 7. Active Learning Forum 8. Collaborative Distance Learning Environments - utilizes collaborative multimedia tools 9. Gamification - 10 Computerized Grading - (usage of artificial intelligence)
5
Why transform a classroom into a
GAMIFICATION experience Gamification is not about points, rewards and badges. It is primarily about engagement and enhanced learning. While game-based learning involves actual “serious” games that are tied to learning outcomes - designed to teach a certain skill or knowledge set, Gamification might not incorporate a single actual game in class. Video K-12 University of Minnesota 2010, Active Learning Classroom
6
Student Motivation AND Engagement
Intrinsic Motivation To Know Accomplishment Experience Simulation intrinsic motivation to know (the desire to perform a learning activity for the pleasure one experiences while learning) intrinsic motivation towards accomplishment (desire to engage in an activity for the pleasure and satisfaction experienced when accomplishing a difficult feat) intrinsic motivation to experience simulation (engages in an activity to be stimulated)
7
Student Motivation AND Engagement
4 Core Dynamics Badges Onboarding Social Engagement Loops Unlocking Content Badges and other status displays refer to ways to show achievement, they can also be surprises to students Onboarding is bringing someone new into the game. Games usually start with a tutorial that every user can solve, making it harder for students to want to leave the game. Social engagement loops are meant to keep users in the game by making students part of a team that has strong social incentives to be present. Unlocking content is a tool that controls the evolution of the course, including bringint new course components and content or having top students accessing supplementary content.
8
Intrinsic Motivation Point Systems Levels Leaderboards
Creating the Platform Intrinsic Motivation Point Systems Levels Leaderboards Point systems are managing the acquisition and expenditure of points, that is, of units of value internal to the game. The point systems quantify student performance Levels, access, and power are ways to incentivize students to play, & achieve. Levels are typically a direct result of accumulating experience Leaderboards are routinely used to compare achievements
9
Gamification in the Classroom
Good game design = Good learning environment Gamification in the Classroom Problem Based Learning Quest Based Learning Applied Learning Problem-based learning begins with a problem or situation and students work collaboratively to solve the problem Quest-Based learning incorporates game mechanics and game-like learning communities into the lesson, including support from other students. Applied learning is learning by doing. students pursue a goal by practicing target skills and using relevant content knowledge to help them achieve goals. Utilizing online platforms, gamification can be brought out of the classroom and into homework.
10
Gamification a Game Design laboratory .
The Center for the Digital Arts is specifically configured to support game design. We have been teaching game design to year olds in our pre-college program for over five years. Students have designed and coded their own interfaces, characters, and game play. This coming Spring 2016, we have developed a new User Experience Design a non-credit program to facilitate adults garnering skills such as web programming, optimization, mobile app development, user interaction, and design thinking. . The Center for the Digital Arts is specifically configured to support game design. The Center has approximately 100 apple computers, industry standard software, hardware, and peripherals including 3D printing. We have been teaching game design to year olds in our pre-college program for over five years. Students have designed and coded their own interfaces, characters, and game play. Game design is extremely popular in the pre-college program and spots run out quickly. In addition, to this program we have developed a new User Experience Design non-credit program to facilitate adults garnering skills such as web programming, optimization, mobile app development, user interaction, and design thinking. These are the types of 21st Century skills that are in demand in today’s market place. According to Wardrip-Fruin and Mateas (2014) the video game business is estimated at $66 billion a year and the mobile app business at $25 billion. And according to Merisotis (2015), of the Lumina Foundation, America needs talent. Talent that can harness the human-computer interface with a myriad of arts technology integrated skill sets.
11
Gamification LIKE STEAM
The NEXT STEP: a Game Design laboratory FOR eDUCATORS + STUDENTS @ Westchester community college . These are the types of 21st Century skills that are in demand in today’s market place. The video game business is estimated at $66 billion a year and the mobile app business at $25 billion. According to Merisotis (2015), of the Lumina Foundation, America needs talent. Talent that can harness the human-computer interface with a myriad of arts technology integrated skill sets. The Center for the Digital Arts is specifically configured to support game design. The Center has approximately 100 apple computers, industry standard software, hardware, and peripherals including 3D printing. We have been teaching game design to year olds in our pre-college program for over five years. Students have designed and coded their own interfaces, characters, and game play. Game design is extremely popular in the pre-college program and spots run out quickly. In addition, to this program we have developed a new User Experience Design non-credit program to facilitate adults garnering skills such as web programming, optimization, mobile app development, user interaction, and design thinking. These are the types of 21st Century skills that are in demand in today’s market place. According to Wardrip-Fruin and Mateas (2014) the video game business is estimated at $66 billion a year and the mobile app business at $25 billion. And according to Merisotis (2015), of the Lumina Foundation, America needs talent. Talent that can harness the human-computer interface with a myriad of arts technology integrated skill sets. The New York Times Putting the A in STEAM Arts, White Plains July 27th, 2014
12
GAMIFICATION Summary on THE experience
A key point to remember about gamification is that learning is not made into a game; but the features of games: curiosity, collecting, observations, collaboration, exploration, and the expertise which entice players to engage are used to draw in learners. Research has shown that even at a young age interacting with portable devices and other gaming devices can have educational ramifications first in preschool learning and later on within attention-grabbing entertainment for young users beyond childhood.
13
GamificatioN Presented by Also a contributor
• Associate Professor, Digital Arts Deb Krikun • Director, Center for the Digital Arts, Dr. Sherry Mayo • Publications and President of Student Council Edward Tatton Also a contributor • Adjunct, Human Development Dr. Jamie Krenn Thank you to Board of Trustee Norm Jacknis and Yolanda Howell November 11, 2015 Board of Trustees Library, Foundation Board Room
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.