Gamification in education - 10 compelling case studies - Manu Melwin Joy
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Transcript of Gamification in education - 10 compelling case studies - Manu Melwin Joy
15 Compelling Case StudiesGamification in Education
Prepared By Manu Melwin Joy
Assistant ProfessorSCMS School of Technology and Management
Kerala, India.Phone – 9744551114
Mail – [email protected]
Kindly restrict the use of slides for personal purpose. Please seek permission to reproduce the same in public forms and presentations.
15 Compelling Case Studies
1. BrainScape2. Class Dojo3. Coursehero4. Coursera5. DouLingo6. Gamedesk7. Goal Book8. Khan Academy9. KnowRe10. Mr. Pai's Class11. Play Brighter12. Ribbon Hero13. Socrative 10114. Wonderbook15. World Peace Game
BRAINSCAPE• Showcased at the Venture
Capital in Education Summit
in 2011, Brainscape is a
mobile and wed-based
education platform that is
designed to help students
study smart.
BRAINSCAPE• The program uses adaptive
algorithms to create flashcards,
whose presentation pattern can
change in response to what
students know and what they
seem to be struggling with,
focusing attention on the more
difficult topics.
BRAINSCAPE• The method employed in this education
gamification platform is known as
Confidence Based Repetition. As the
student answers each question,
Brainscape also asks how confident
they are in retaining the concept
forever, using this information to
determine how much repetition and
reinforcement is needed.
BRAINSCAPE• The color of each card is also
coded to the level of confidence:
1 – red for “no confidence” to 5
– blue for “perfect confidence”,
providing a visual cue for further
reinforcement, before the next
card is displayed.
BRAINSCAPE• Such a potentially valuable
start-up consists of two
components, one offering the
free, self-created flashcards
and the other targeted at
selling educators and
students premium content.
BRAINSCAPE• This gamification education
example could be a great tool
for studious college kids, as it is
most popular when used over
an iPhone or iPod Touch, turning
those old-school flashcards into
something much more useful.
Class DojoGamification in Education
Class Dojo• ClassDojo is a classroom
management tool to
help teachers improve
behavior in their
classrooms quickly and
easily.
Class Dojo• It improves specific
student behaviors and
helps engagement by
issuing awards and
recording real-time
feedback.
Class Dojo• Each student gets an avatar
which can be visibly displayed in
ClassDojo. For positive behavior
it is easy for the teacher to
initiate quick feedback to the
student, awarding feedback
points with a simple click on her
mobile device or computer.
Class Dojo• This instantly reinforces
good behavior and engages
other students. Great
education gamification
techniques at play here.
Class Dojo• Because the feedback time
is shorten, the resulting
positive reinforcement helps
students develop a sense of
purpose in the classroom,
which enhances intrinsic
motivation over time.
Class Dojo• By giving students visibility
and data on their own
behavior, the class becomes
less disruptive, creating a
more positive learning
environment.
Class Dojo• The system also provides
print or email reports for
behavior-tracking analytics
to help engage parents and
school administrators.
Class Dojo• All with a simple click on a
mobile device, laptop, or tablet
– no data entry required. This
saves time for teachers, freeing
them up to devote more time
to the student and delivering
instruction.
COURSEHEROGamification in Education
COURSEHERO• Course Hero is an online
learning platform for
students and a portal for
educators to distribute
their educational
resources.
COURSEHERO• The site collects and
organizes study materials
that have been uploaded
by educators and student
users to form a vast
learning repository.
COURSEHERO• he Education Gamification
platform provides materials
such as syllabi, problem
sets, and practice exams are
combined with class notes,
flash cards, and study guides
that have been uploaded.
COURSEHERO
• In addition, Course
Hero offers access to
tutors, digital
flashcards, and video
lectures.
COURSEHERO• The digital flashcard
application allows
students to create their
own study programs,
which can become
accessible to others.
COURSEHERO• It allows them to set the
pace of study to help
maximize retention. The
system further rewards
students through a badge
system based on progress.
COURSEHERO• A prominent feature of
Course Hero is the
“Courses Section” which
offers a range of free and
paid courses, based on
aggregated web content.
COURSEHERO• Each course typically consists
of 6 sections, which are taught
through a combination of
videos and articles, with
progress measured through
continuous testing until the
student masters the subject.
COURSEHERO• Some courses are further
grouped into three course paths:
Entrepreneurship, Business, and
Web programming. For students
who complete 5 or more courses
in one of the paths, Course Hero
will offer an Honors designation,
with additional incentives.
COURSEHERO• These incentives include an
invitation to pitch a
business plan to SV Angel, a
job interview with Course
Hero, and/or a cash prize.
COURSERAGamification in Education
COURSERA• Coursera is an educational
technology and social
entrepreneurship company
that partners with leading
universities to make some of
their online courses
available for free.
COURSERA
• Subjects include courses
ranging from the Sciences
and Engineering to
Humanities and Business.
COURSERA• The courses are designed to
be delivered as a series of
short video lectures on
different topics and
assignments, which are
typically submitted on a
weekly basis.
COURSERA• Progress can be measured
by completing assignments
and tests online where
machine grading and
evaluation can be used.
COURSERA• In good education
gamification spirit, the results
are immediately reported to
the student, as well as the
instructional staff, providing
feedback and reinforcement
to the student.
COURSERA
• In some cases,
leveling up, badges
and other rewards
systems are
implemented.
COURSERA• Interactivity among the
students is emphasized
to encourage
engagement and assist
in long-term retention
of concepts.
COURSERA• This also provides frequent
feedback which enables the
student to monitor their
progress and self-evaluate
their understanding of the
material.
COURSERA• Interestingly, the most
popular course on
Coursera is the
Gamification course.
Gamification Education
indeed!
DuoLingoGamification in Education
DuoLingo• Duolingo is a massive
online collaboration which
combines a free language-
learning website with a
paid crowdsourced text
translation platform.
DuoLingo• The service is designed
so that students can
learn a given language
online, while helping to
translate websites and
documents.
DuoLingo• Beginners start out with
basic, simple sentences
from the web, while
advanced users receive
more complex
sentences.
DuoLingo• As one progresses, so
does the complexity of
the sentences they are
asked to translate.
DuoLingo• In each case Duolingo
provides the learning and
translation tools to help the
student to properly
understand and memorize
the words that they
encounter.
DuoLingo• Each student can also vote on
the quality of the other students’
translations, providing valuable
feedback for comprehension and
learning. The top rated
translations for each sentence
are made available for public
viewing and collection.
DuoLingo• As students learn a
language, they earn skill
points when lessons are
completed or web content
is translated.
DuoLingo• Lessons associated with a skill
are successively completed
when a give number of
translations are completed.
Since web content is inherently
more interesting than “made up”
sentences, the translation
assignments are more engaging.
DuoLingo• The site also includes time-
based elements, such as
skill points and time
bonuses when questions
are answered correctly
within a given time limit.
DuoLingo• Incorrect answers result in a loss of
points and “lives”, as well as the delay of
leveling up. Since the system is adaptive,
it tracks each completed lesson,
translation, test, and practice session to
provide feedback to the student and plan
future lessons and translation
assignments to better address their
needs. All this adds up to a great
Education Gamification experience.
GameDeskGamification in Education
GameDesk
• GameDesk is a non-
profit that has worked
with AT&T to
revolutionize education
nationwide.
GameDesk• They focused on
gamifying education by
conceiving of, designing,
and producing video
games that incorporate
academics.
GameDesk• The project was aimed
mostly toward at-risk high
school students, who
showed great advances in
their educational skills by
using their games.
GameDesk• According to a recent
evaluation, 80% of
students using
MathMaker showed
increases in math scores.
GameDesk• The scores increased an
average of 22% from the start
to the end of the program--
this at a school where less
than two-thirds of students
overall were graduating.
Goal BookGamification in Education
Goal Book• Goalbook is an online
platform that helps
teachers, parents and
students collaboratively
track progress.
Goal Book• Blending qualities of social
networking and Individualized
Education Program (IEP) tracking
software, the program makes it
simple for students and teachers
to set goals and for all involved
parties to watch everything
unfold.
Goal Book• With GoalBook, a teacher can
easily access the profiles of all
her students and review their
goals. The teacher can then
monitor the progress of each
student as they complete the
objectives for each goal.
Goal Book
• When a goal is met, the
teacher can quickly update
the student’s profile and
then share it with his team.
Goal Book• From her webpage, she can
easily update and celebrate
the accomplishments for
any of her students, as well
as see what they are
sharing.
Goal Book• An amazing gamification tool for
any special education teacher,
GoalBook turns hours of record
keeping and tracking into minutes
– allowing them to immediately
notify their students’ parents and
primary instructors of any
changes, progress, or problems.
KHAN ACADEMYGamification in Education
KHAN ACADEMY• Khan Academy is a non-
profit educational
organization created in 2006
by educator Salman Khan
with a goal of creating an
accessible place for people
to be educated.
KHAN ACADEMY• Basically, Khan Academy’s math
program is a video game, where
the content happens to be
solutions to equations. Instead
of blowing up aliens or driving
cars through urban war zones,
players race against time to solve
problems correctly.
KHAN ACADEMY• Each answer is immediately
scored right or wrong.
Correct answers get happy
faces and accumulate
points.
KHAN ACADEMY• Mistakes get round yellow sad
faces, but you still have to get
the answer right before
progressing to the next problem.
You can ask for a hint (that resets
your streak) or watch the video
that covers the topic you’re
practicing (no penalty for that).
KHAN ACADEMY• Users immediately know what
they did well and where they
messed up. Compare that to your
typical math test in high school;
by the time you got the corrected
test back, you couldn’t
remember, much less care about,
the questions and answers.
KHAN ACADEMY• The positive feedback builds on
itself cumulatively, so the stakes
increase with each correct answer.
Instead of fading or zoning out, as I
did so many times in long math
classes, my kids get more engaged
and determined as their streak
increases and they have more to
lose.
KHAN ACADEMY• When they achieve
milestones, they are invited
and encouraged to share
their success with their
Facebook community.
KHAN ACADEMY• Most of these milestones are
predictable: you need so many
energy points to win each level
of badge, beginning with the
meteorite badge. That’s in
keeping with motivation theory:
give people a clear path to
success.
KHAN ACADEMY• But Khan Academy also
offers Black Hole badges
(legendary and unknown,
they are the most unique
Khan Academy awards).
KHAN ACADEMY• Just as animal trainers discovered that
unpredictable rewards sprinkled in with
predictable ones increased dedication
and speed of learning, Khan Academy
tantalizes students with the promise of
a “legendary and unknown” treasure, to
generate fanatical devotion and
commitment. Students aren’t just doing
math; they’re engaged in an epic quest.
KnowReGamification in Education
KnowRe
• Knowre (beta) is a
math tool for both
teachers and students
who want to learn
math’s in an easy and
quick way.
KnowRe• Knowre requires a
true user log in so that
the platform can
differentiate content
for students and
teachers.
KnowRe• Knowre allows students to
select a chapter either from
the giant map or from the
left column which allows
them to practice or
challenge their learned
skills.
KnowRe• Educators can start any
course by clicking on it’s map location or from the‘start’ button near the chapter. With each chapter, they can check their chapter completion status, readiness and learning growth by maintaining stars.
KnowRe• After completing a chapter
educators can take tests to
test the knowledge of
students and their ability to
complete a given
question/test in a fixed time
span.
KnowRe• Knowre provides ease and
progress in learning a
chapter by providing
various features like
readiness, stars and timers
in tests.
KnowRe• With Knowre, teachers can
test a student’s capability
on any course in real time
and create a personalized
curriculum which addresses
the learning needs of every
individual student.
KnowRe• Also with features like‘view
introduction’and‘tutorial’, K
nowre allows any new
educator to adapt to the
platform with ease.
KnowRe• With‘achievements’, any
user can seethe overall
chapter wise progress
which is good for teachers,
students and parents to
track the learning graph of
an individual student.
Mr. Pai’s ClassGamification in Education
Mr. Pai’s Class• Sometimes the best
gamification examples
are those that combine a
multitude of fun
technologies and
solutions.
Mr. Pai’s Class• Third grade teacher Ananth
Pai at the
Parkview/Centerpoint
Elementary School in White
Bear Lake, MN believes in
the promise of games within
education.
Mr. Pai’s Class• The promise that it can
make students learn
more, learn faster and at
their own learning level
instead of worry about
others in the class.
Mr. Pai’s Class• He is an advocate of
interactive learning games
that can be played
individually, with other
students in the class, or even
students located in other
cities, states, and nations.
Mr. Pai’s Class• What is unique in Mr. Pai’s class
is that several different devices
and media channels are used.
Not just computers with local
programs and game-based apps,
but web-based and console-
based (such as Nintendo) games
as well.
Mr. Pai’s Class• He has taken traditional
education methods and
provided a technological
twist to create new, digitally
assisted learning
opportunities.
Mr. Pai’s Class• As a result, this digitally
assisted learning has
produced increased class
interest, improved math
and reading scores, overall
enthusiasm and class
engagement.
Mr. Pai’s Class• Often the programs and games
are multi-subject based; such
as with the game Flower
Power, which introduces basic
concepts in economics and
business as the student
increase their math skills.
Mr. Pai’s Class• Multiple goals, achievements,
rewards and positive feedback
from fellow students and Mr. Pai
are some of the characteristics
that make the the class so
engaging and fun. Yes, class and
learning can be fun – most if not
all the time.
Mr. Pai’s Class• Enthusiastic response from students,
their parents, and other teachers
and supportive companies and
organizations has led to a school
policy (school law) to enhance all
classes with digitally assisted
learning. This is not simply
gamification education, but also an
attempt to gamify education design!
Play BrighterGamification in Education
Play Brighter• Playbrighter is a
game-based educational platform with subject based questions for teachers to teach and test student’s knowledge.
Play Brighter• Getting started with
PlayBrighter is easy and simple as it only asks for user to create their account with valid details. After login to the account, educator can add their mission which can assigned to any number of students of a class.
Play Brighter• Also they can invite
external student or teacher to the mission. From students tab, educator can easily manage their class students with their status on a particular mission or task.
Play Brighter• While creating a
mission educator can choose from game and search question on any topic associated with that game, search keyword and mission.
Play Brighter• With question set, teacher
can easily add and assign question, key stage (Level of the question), and subject to any of their class and mission. Also with add a school, users can easily add multiple schools to their account for better management and workflow.
Play Brighter• PlayBrighter is a good
platform for teachers to create and manage their classroom in game like environment. With features like mission, teachers can easily test their students’ knowledge on a topic or subject.
Play Brighter• Platform performing
everything in an elegant and game based colorful UI to helps students in more engagement and retention. As playbrighter is easy to use, it allows Question sets to ask questions in form of multiple choice questions.
Play Brighter• As students learns and
proceeds through the level of the games, they will be rewarded with online currency to improve their avatars on the platform. By which student remains more pumped up and motivated to work.
Play Brighter• One of the best feature for
teachers is that they can preview and play missions with their specific set of students, to test their learning and mindset. Playbrighters is a good platform for teachers and students to learn in an exciting world of game based learning.
Ribbon HeroGamification in Education
Ribbon Hero• Ribbon Hero is an add-in
game, available as a free
Microsoft download, to help
educate users of Office 2007
and 2010 on how to use the
tools available in the new
ribbon interface.
Ribbon Hero• Once installed, the game
can easily be initiated from
any of the key Office
programs, such as Word,
Excel, and PowerPoint.
Ribbon Hero• Once in the game, the
user (player) is
presented with
challenges which can
yield points if
completed.
Ribbon Hero• The challenges are grouped
into four sections: text
manipulation, page design
and layout, artistic
presentation, and a more
generalized quick points
section.
Ribbon Hero• With the first three sections,
each challenge is designed
to introduce users to a key
feature and have them edit
a sample document using
that feature.
Ribbon Hero• The quick points section
doesn’t offer specific
challenges, but lists
features instead, which can
be used outside the game
to accumulate points.
Ribbon Hero• Half of all available points can
be earned through the game
challenges offered in the first
three sections, while the
remaining points must be
earned from implementing the
same features outside of the
game.
Ribbon Hero• Microsoft has taken great care
in designing the challenges by
creating short, relevant tasks
and providing immediate
feedback and reinforcement
to help keep the user engaged
and interested.
Ribbon Hero• Also, by keeping the the
difficulty level manageable,
yet challenging, and providing
enough support to insure
reasonable success, the game
encourages further play and
development of Office skills.
Ribbon Hero• Another feature of Ribbon
Hero is it’s ability to track
the progress of the user in
learning to use the Office
features and tools, and
adjust the challenges
accordingly.
Ribbon Hero• Not only by following the game
progress, but by monitoring the
features used outside of the
game. The game can then adjust
the order of training content to
ensure that users see only
features and tools that they
haven’t seen before.
Ribbon Hero• Because Ribbon Hero can
link to Facebook, each
player can share their scores
and compare their progress
with friends on Facebook
who also play the game.
Ribbon Hero• In essence, Ribbon Hero is a
software tutorial within a
game that can be socially
connected. This is one of
the best corporate
education gamification
examples out there.
Ribbon Hero• Note: Ribbon Hero was followed
by the sequel, Ribbon Hero 2:
Clippy’s Second Chance. This
sequel adds a time travel
element to the original game,
where the user can follow the in
game hero, Clippy, into different
periods in time.
Ribbon Hero• The featured periods are Ancient
Egypt, Ancient Greece, the
Middle Ages, the Renaissance,
the 1960’s, and the future. In
each case there are several
Office-based tasks that must be
completed before a move to the
next period can be made.
SOCRATIVE 101Gamification in Education
SOCRATIVE 101• Many students find
school dull and boring,
but Socrative 101 offers
a solution.
SOCRATIVE 101• This education gamification
company makes it easier to
engage students through a
response system that offers
educational exercises and
games over a laptop or
mobile device.
SOCRATIVE 101
• Initially the instructor
will have a “room
number” which they
can give out to the
students.
SOCRATIVE 101
• The students will join
the session by going
to m.socratic.com and
entering the room
number.
SOCRATIVE 101
• The instructor can
then engage the
students, interacting
with them and then
initiate a quiz.
SOCRATIVE 101
• Once the quiz is
complete, the results
are instantly available
to the instructor.
SOCRATIVE 101• Aimed at the digitally native
generation, this education
gamification program helps
teachers adapt lessons to
these modern learning
styles and better track the
results.
SOCRATIVE 101• By using mobile devices, any
class can become more
interactive and fun. As student
expectations change, education
has to follow suit, and this start-
up could be one of the first
steps in making that happen.
Wonder BookGamification in Education
Wonder Book• Sony has launched a
new device called
Wonderbook. It is a
device that hooks up
with their PS3.
Wonder Book• It is meant to create a
virtual world allowing
people to view and
participate in the stories
of the book instead of
just reading it.
Wonder Book• This participation allows
the outcome of the book
to be different like a
game.
Wonder Book• Most notably, Sony has
partnered with JK
Rowling to create a
wonderbook for her
Book of Spells.
World Peace GameGamification in Education
World Peace Game• An ingenious creation of Virginia
educator John Hunter, the World
Peace Game is a rich and
elaborate political simulation
that invites young students to
explore a world not unlike our
own, consisting of four or five
prominent nations.
World Peace Game• As each country is directed
by student teams, the kids
are encouraged to explore
the global community and
learn the nature of the
complex relationships
between nations.
World Peace Game• To view the world in terms
of social, economic, and
philosophical issues, and be
confronted by challenges
from environmental crises
to imminent threats of war.
World Peace Game• Now over 28 years in continuous
development, the World Peace
Game is a hands on, group
interactive theater of
involvement for students and
student teams, centered around
a large geographical game board
representing the fictional world.
World Peace Game• The teacher introduces
information which provides the
initial scenarios – a mixture of
existing conditions, favorable
resources and political positions,
with new and evolving crises,
ranging from environmental
issues to military situations.
World Peace Game• The students are encouraged
to use their imagination and
cognitive skills, seek
collaboration and cooperation,
and find solutions that will
benefit their teams as well as
the global community.
World Peace Game• The main goal of this education
gamification tool is to achieve
a reasonably harmonious state
for each nation and enhance
global prosperity with the least
amount of military
intervention.
World Peace Game• A subsequent objective is
for the students of each
nation team to gain a
greater understanding of
the critical impact of
information and how it is
used.
World Peace Game• Often the solutions that these
young fourth and fifth grade
minds produce are quite
innovative and surprising. Not
only is this a great education
gamification example, but also a
stellar lesson in our society
overall!
ZondleGamification in Education
Zondle• Zondle is a GBL (Game
Based Learning) platform focused on delivering game based learning environments for small kids and helps teachers to track student progress and also help creating personalized learning environment.
Zondle• Zondle is a web platform
built for teachers to teach small kids by using Game Based Learning environment and using the concept of personalized learning as the platform.
Zondle• The platform is built with
its focus on GBL so all the teaching, assignment and other activities are carried out through games and the content is delivered in form of questions and quizzes.
Zondle• To start off, a user must
sign in as a teacher. Once done, they are welcomed with a system note that guides the users with what all is possible with zondle.
Zondle• Once the user has
decided as what they wish to do, from the listed task options, they can hit the ‘Get Started’ button and enter into the main work area of Zondle.
Zondle• The main work area is
divided into 2 columns with a top navigation panel. The left column features options like favourite topics, games, friends’ topics, students’ topics and my folder.
Zondle• Using these menus, a
teacher can create homework, assignment, test, etc. with question based templates targeted to different topics that are either predefined or custom built.
Zondle• Once done, the teacher
can assign the same to different classes (any number of classes under any number of schools – A teacher has an option to create multiple schools and multiple classes under them.
Zondle• To these classes they can
invite students.). The students on their end only get access to those topics that are created by their teacher and assigned to them.
Zondle• By clicking on each topic,
they get to see their performance in terms of score and tasks. By answering to the questions through the game based environment, students learn more quickly, have higher retention and understanding.