Searching for "gamification"
Gamification: Understanding The Basics
What is a game?
When you take off all the technical parts of a game, you are left off with four elements: a goal, rules, a feedback system and voluntary participation.
more on gamification in this IMS blog
Kahoot presents Star Wars-based quizzes for different disciplines
An excellent opportunity to gamify your classes.
If you are not a Kahoot user yet, please consider: a) the Kahoots (quizzes) can be an excellent conversation starter (vs. assessment tool) b) the Kahoots can be modified to your liking (you can change the content)
here some screen-sharing capture to get a taste of the excitement:
Student Perceptions of Learning and Instructional Effectiveness in College Courses
Students’ Perception of Gamification in Learning and Education.
College students’ perceptions of pleasure in learning – Designing gameful gamification in education
investigate behavioral and psychological metrics that could affect learner perceptions of technology
today’s learners spend extensive time and effort posting and commenting in social media and playing video games
Creating pleasurable learning experiences for learners can improve learner engagement.
uses game-design elements in non-gaming environments with the purpose of motivating users to behave in a certain direction (Deterding et al., 2011)
How can we facilitate the gamefulness of gamification?
Most gamified activities include three basic parts: “goal-focused activity, reward mechanisms, and progress tracking” (Glover, 2013, p. 2000).
gamification works similarly to the instructional methods in education – clear learning and teaching objectives, meaningful learning activities, and assessment methods that are aligned with the objectives
the design of seven game elements:
- Storytelling: It provides the rules of the gamified activities. A good gamified activity should have a clear and simple storyboard to direct learners to achieve the goals. This game-design element works like the guidelines and directions of an instructional activity in class.
- Levels: A gamified activity usually consists of different levels for learners to advance through. At each level, learners will face different challenges. These levels and challenges can be viewed as the specific learning objectives/competencies for learners to accomplish.
- Points: Points pertain to the progress-tracking element because learners can gain points when they complete the quests.
- Leaderboard: This element provides a reward mechanism that shows which learners are leading in the gamified activities. This element is very controversial when gamification is used in educational contexts because some empirical evidence shows that a leaderboard is effective only for users who are aggressive and hardcore players (Hamari, Koivisto, & Sarsa, 2014).
- Badges: These serve as milestones to resemble the rewards that learners have achieved when they complete certain quests. This element works as the extrinsic motivation for learners (Kapp, 2012).
- Feedback: A well-designed gamification interface should provide learners with timely feedback in order to help them to stay on the right track.
- Progress: A progress-tracking bar should appear in the learner profile to remind learners of how many quests remain and how many quests they have completed.
Dominguez et al. (2013) suggested that gamification fosters high-order thinking, such as problem-solving skills, rather than factual knowledge. Critical thinking, which is commonly assessed in social science majors, is also a form of higher-order thinking.
Davis (1989) developed technology acceptance model (TAM) to help people understand how users perceive technologies. Pleasure, arousal, and dominance (PAD) emotional-state model that developed by Mehrabian (1995) is one of the fundamental design frameworks for scale development in understanding user perceptions of user-system interactions.
Van der Heijdedn (2004) asserted that pleasurable experiences encouraged users to use the system for a longer period of time
Self-determination theory (Deci & Ryan, 1985) has been integrated into the design of gamification and addressed the balance between learners’ extrinsic and intrinsic motivation.
Storytelling in the subscale of Preferences for Instruction emphasizes the rules of the gamified learning environments, such as the syllabus of the course, the rubrics for the assignments, and the directions for tasks. Storytelling in the subscale of Preferences for Instructors’ Teaching Style focuses on the ways in which instructors present the content. For example, instructors could use multimedia resources to present their instructional materials. Storytelling in the subscale of Preferences for Learning Effectiveness emphasizes scaffolding materials for the learners, such as providing background information for newly introduced topics.
The effective use of badges would include three main elements: signifier, completion logic, and rewards (Hamari & Eranti, 2011). A useful badge needs clear goal-setting and prompt feedback. Therefore, badges correlate closely with the design of storytelling (rules) and feedback, which are the key game design elements in the subscale of Preferences for Instruction.
Students can use Google to search on their laptops or tablets in class when instructors introduce new concepts. By reading the reviews and viewing the numbers of “thumbs-up” (agreements by other users), students are able to select the best answers. Today’s learners also “tweet” on social media to share educational videos and news with their classmates and instructors. Well-designed gamified learning environments could increase pleasure in learning by allowing students to use familiar computing experiences in learning environments.
SPED 204. Program Overview and E-Portfolio
|Description:||Overview of the programmatic standards for general and special education, how these standards are integrated in special education curriculum, and e-portfolio requirements for documenting acquisition of the above standards.|
Gaming and Gamification.
why Gaming and Gamification? Vygotsky and ZPD (immersive storytelling is a form of creative play)
play >>> games >>> serious games >>> Game Based learning >>>>+ Digital Game Based learning
“Games are type of cooperative learning. Games embody the essence of constructivism, which for students/gamers means constructing their own knowledge while they interact (learn cooperatively). Learning can happen without games, yet games accelerate the process. Games engage. Games, specifically digital ones, relate to the digital natives, those born after 1976 – 80, who are also known as Generation Y, or Millennials”
is it generational? Is it a fad? is it counter-pedagogical?
what is the difference between GBL (Game Based Learning) and DGBL (Digital GBL): share examples, opinions. Is one better / preferable then the other? Why?
Kahoot game (Yahoo): https://play.kahoot.it/#/k/1412b52c-da28-4507-b658-7dfeedf0864c
hands-on assignment (10 min): split in groups and discuss your experience with games; identify your preferable mode (e.g. GBL vs DGBL) and draft a short plan of transitioning your current curricula to a curricula incorporating games.
What is gamification? Why gamification, if we have games?
“Gamification takes game elements (such as points, badges, leaderboards, competition, achievements) and applies them to a non – game setting. It has the potential to turn routine, mundane tasks into refreshing, motivating experiences ”
let’s check our understanding of gamification: https://play.kahoot.it/#/k/542b5b23-acbd-4575-998e-e199ea08b3e7
hands-on assignment (10 min): split in groups and use your electronic devices: smartphones, tablets, laptops to experience any of the following gamification tools:
The Future is Now:
Hands-on assignment (10 min): Experience Oculus Go, Google Cardboard, Samsung Gear 360, Vuze,
create your own VR (video 360) orientation tours:
34 TOP TIPS FOR USING GAMIFICATION IN ONLINE LEARNING
34 Top Tips for using Gamification in Online Learning
1. KNOW WHAT YOUR GOAL IS
2. DESIGN YOUR GAME MECHANICS TO DRIVE POSITIVE BEHAVIOURAL CHANGES
3. CREATE A BUZZ AROUND THE LAUNCH
4. WELCOME WITH A BADGE
5. KEEP IT FUN
6. KEEP IT SIMPLE
7. LET LEARNERS CREATE AVATARS
8. MAKE PROGRESS OBVIOUS
9. MAKE ALERTS OBVIOUS
10. USE LEVELS TO DEFINE A LEARNING JOURNEY
11. START WITH EASIER, SHORTER LEVELS
12. MAKE IT CLEAR WHAT NEEDS TO BE DONE TO PROGRESS
13. WEIGHT YOUR POINTS ACCORDINGLY
14. GIVE MORE REWARDS TO USERS WHO ARE LESS ACTIVE
15. USE INTRINSIC REWARDS TO SPARK BEHAVIOURAL CHANGE
16. LET LEARNERS EXCHANGE POINTS FOR PRIZES
17. USE EXTRINSIC REWARDS SPARINGLY
18. LET THE LEARNER BECOME AN EXPERT
19. TIE LEARNER GOALS TO LARGER COMPANY GOALS
20. CREATE AN AREA FOR COMMUNITY
21. CREATE DISCUSSION GROUPS
22. INTEGRATE WITH SOCIAL MEDIA
23. MAKE SURE IT LOOKS GOOD
24. MAKE SURE IT’S ON BRAND
25. CATER FOR EVERY TYPE OF GAMER
28. ASK FOR FEEDBACK
29. KEEP CONTENT FRESH & REGULAR
30. YOU CAN NEVER HAVE ENOUGH BADGES!
31. GROUP BADGES IN SETS
32. USE LIMITED EDITION BADGES
33. GENERATE ENVY
34. ENCOURAGE COMPETITION
a tour of the Academy LMS, the world’s #1 gamified learning management system
more on online learning in this IMS blog
Wie kann man Lehrer an das Thema"Gaming" heranführen? Das ist gar nicht so schwer, meint Jürgen Sleegers, wissenschaftlicher Mitarbeiter im Institut für Medienforschung und Medienpädagogik der TH Köln. #pb18 #fachtagung #perspektive #begabung #bildungundbegabung #smart #smartbilden #smartfoerdern #digitalisierung #gaming #education #computerspiele #learninggames #digitalepädagogik #seriousgames #spielen #spielraum #medienforschung #medienpädagogik @th_koeln @juergensleegers
Как измерить результат игры в обучении
Simple mapa para navegar territorios lúdicos 🌐🎲 — #gamification #gamedesign #seriousplay #games #playcoaching #canvas #gbl #gba #gamebased #learning #assessment #facilitation #gamefulness #gamify #play #aprenderjugando #ludificacion #juegoserio #homoludens #seriousgames #ludification #ludens #fun #playful #design
more on gaming in this IMS blog
Beyond The Buzz Phrase: Social Learning And LMS Gamification In Real Life
When: Thursday 26 July 2018, 11:00 PM – 12:00 PM
Adobe’s Senior Learning Evangelist, Katrina Marie Baker in our webinar, and find out how you can easily transform your learning by taking a deep dive into the 2 smartest learning breakthroughs of the decade: Social Learning & Gamification 🚀
During this session, you will:
• Learn how to blend social learning into existing courses using an LMS
• Discover how gamification can be aligned with your business objectives
• Come upon the latest learning tech tips to help you drive engagement
• See examples of how gamification and social learning can be both employed in Captivate Prime LMS
Are social learning and gamification the new fashion that will dominate the future of eLearning? Let’s find out together!
Save your spot here now http://ow.ly/EqYP30kV0qQ
more on social learning in this IMS blog
***** reserve space: register here | запазете си място: регистрирайте се тук *****
Open Discussion: Embedded Librarian and Gamification in Libraries
by invitation of New Bulgarian University, Sofia, Bulgaria: https://www.nbu.bg/en
May 14, 9-11AM, New Bulgarian University.
short link: http://bit.ly/embed18
backchanneling: @scsutechinstruct ##NBUembed
Video 360 excerpt from the discussion:
Семинар „Embedded“ библиотекари и геймификация в библиотеките:
Съвременни американски практики“, 14 май 2018 г., 9.00 ч.-11.00 ч.,
Preliminary Information and Literature. Please do not hesitate to share in the comments section your ideas, suggestions and questions
предварителна информация и литература по дискусията. Не се колебайте да споделите мнения, препоръки и въпроси в “Comment” секцията:
“Embedded librarianship” also mentioned in:
Gaming and Gamification and Education:
For more information and for backchanneling please use the following social media
за повече въпроси и информация, както и за споделяне на вашите идеи и мисли използвайте следните канали / социални медии:
#pm Open Discussion #EmbeddedLibrarian and #gamification in #libraries – May 14, 2018, 9AM Eastern European time….
LinkedIn discussion on VR/AR
even more info
how does embedded librarian relates to the emerging technologies in the library?
thank you, Rhonda Huisman
more on games in this IMS blog
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