Gamification in education - 10 compelling case studies - Manu Melwin Joy

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15 Compelling Case Studies Gamification in Education

Transcript of Gamification in education - 10 compelling case studies - Manu Melwin Joy

Page 1: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

15 Compelling Case StudiesGamification in Education

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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.

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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

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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.

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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.

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Page 8: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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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.

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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.

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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.

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Class DojoGamification in Education

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Class Dojo• ClassDojo is a classroom

management tool to

help teachers improve

behavior in their

classrooms quickly and

easily.

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Class Dojo• It improves specific

student behaviors and

helps engagement by

issuing awards and

recording real-time

feedback.

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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.

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Class Dojo• This instantly reinforces

good behavior and engages

other students. Great

education gamification

techniques at play here.

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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.

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Class Dojo• By giving students visibility

and data on their own

behavior, the class becomes

less disruptive, creating a

more positive learning

environment.

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Class Dojo• The system also provides

print or email reports for

behavior-tracking analytics

to help engage parents and

school administrators.

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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.

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COURSEHEROGamification in Education

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COURSEHERO• Course Hero is an online

learning platform for

students and a portal for

educators to distribute

their educational

resources.

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COURSEHERO• The site collects and

organizes study materials

that have been uploaded

by educators and student

users to form a vast

learning repository.

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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.

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COURSEHERO

• In addition, Course

Hero offers access to

tutors, digital

flashcards, and video

lectures.

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COURSEHERO• The digital flashcard

application allows

students to create their

own study programs,

which can become

accessible to others.

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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.

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Page 40: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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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.

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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.

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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.

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COURSERAGamification in Education

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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.

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COURSERA

• Subjects include courses

ranging from the Sciences

and Engineering to

Humanities and Business.

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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.

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COURSERA• Progress can be measured

by completing assignments

and tests online where

machine grading and

evaluation can be used.

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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.

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COURSERA

• In some cases,

leveling up, badges

and other rewards

systems are

implemented.

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COURSERA• Interactivity among the

students is emphasized

to encourage

engagement and assist

in long-term retention

of concepts.

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COURSERA• This also provides frequent

feedback which enables the

student to monitor their

progress and self-evaluate

their understanding of the

material.

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COURSERA• Interestingly, the most

popular course on

Coursera is the

Gamification course.

Gamification Education

indeed!

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Page 59: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

DuoLingoGamification in Education

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DuoLingo• Duolingo is a massive

online collaboration which

combines a free language-

learning website with a

paid crowdsourced text

translation platform.

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DuoLingo• The service is designed

so that students can

learn a given language

online, while helping to

translate websites and

documents.

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DuoLingo• Beginners start out with

basic, simple sentences

from the web, while

advanced users receive

more complex

sentences.

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DuoLingo• As one progresses, so

does the complexity of

the sentences they are

asked to translate.

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Page 66: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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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.

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DuoLingo• As students learn a

language, they earn skill

points when lessons are

completed or web content

is translated.

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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.

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Page 71: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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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.

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GameDeskGamification in Education

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GameDesk

• GameDesk is a non-

profit that has worked

with AT&T to

revolutionize education

nationwide.

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GameDesk• They focused on

gamifying education by

conceiving of, designing,

and producing video

games that incorporate

academics.

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GameDesk• The project was aimed

mostly toward at-risk high

school students, who

showed great advances in

their educational skills by

using their games.

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Page 80: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

GameDesk• According to a recent

evaluation, 80% of

students using

MathMaker showed

increases in math scores.

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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.

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Goal BookGamification in Education

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Goal Book• Goalbook is an online

platform that helps

teachers, parents and

students collaboratively

track progress.

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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.

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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.

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Goal Book

• When a goal is met, the

teacher can quickly update

the student’s profile and

then share it with his team.

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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.

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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.

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KHAN ACADEMYGamification in Education

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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.

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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.

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Page 93: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

KHAN ACADEMY• Each answer is immediately

scored right or wrong.

Correct answers get happy

faces and accumulate

points.

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Page 95: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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).

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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.

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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.

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KHAN ACADEMY• When they achieve

milestones, they are invited

and encouraged to share

their success with their

Facebook community.

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Page 100: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 102: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

KHAN ACADEMY• But Khan Academy also

offers Black Hole badges

(legendary and unknown,

they are the most unique

Khan Academy awards).

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Page 104: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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KnowReGamification in Education

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KnowRe

• Knowre (beta) is a

math tool for both

teachers and students

who want to learn

math’s in an easy and

quick way.

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Page 108: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

KnowRe• Knowre requires a

true user log in so that

the platform can

differentiate content

for students and

teachers.

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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.

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Page 111: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 113: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 115: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

KnowRe• Knowre provides ease and

progress in learning a

chapter by providing

various features like

readiness, stars and timers

in tests.

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Page 117: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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KnowRe• Also with features like‘view

introduction’and‘tutorial’, K

nowre allows any new

educator to adapt to the

platform with ease.

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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.

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Mr. Pai’s ClassGamification in Education

Page 121: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

Mr. Pai’s Class• Sometimes the best

gamification examples

are those that combine a

multitude of fun

technologies and

solutions.

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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.

Page 123: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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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.

Page 125: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 126: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

Mr. Pai’s Class• He has taken traditional

education methods and

provided a technological

twist to create new, digitally

assisted learning

opportunities.

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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.

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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.

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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.

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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!

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Play BrighterGamification in Education

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Play Brighter• Playbrighter is a

game-based educational platform with subject based questions for teachers to teach and test student’s knowledge.

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Page 134: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 136: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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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.

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Page 139: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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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.

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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.

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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.

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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.

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Ribbon HeroGamification in Education

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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.

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Ribbon Hero• Once installed, the game

can easily be initiated from

any of the key Office

programs, such as Word,

Excel, and PowerPoint.

Page 147: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

Ribbon Hero• Once in the game, the

user (player) is

presented with

challenges which can

yield points if

completed.

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Page 149: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

Ribbon Hero• The challenges are grouped

into four sections: text

manipulation, page design

and layout, artistic

presentation, and a more

generalized quick points

section.

Page 150: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 152: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 153: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 155: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 156: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 157: Gamification in education  - 10 compelling case studies - Manu Melwin Joy
Page 158: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 159: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 160: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 161: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 162: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 163: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 165: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

SOCRATIVE 101Gamification in Education

Page 166: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

SOCRATIVE 101• Many students find

school dull and boring,

but Socrative 101 offers

a solution.

Page 167: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 169: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

SOCRATIVE 101

• Initially the instructor

will have a “room

number” which they

can give out to the

students.

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Page 171: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

SOCRATIVE 101

• The students will join

the session by going

to m.socratic.com and

entering the room

number.

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Page 173: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

SOCRATIVE 101

• The instructor can

then engage the

students, interacting

with them and then

initiate a quiz.

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Page 175: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

SOCRATIVE 101

• Once the quiz is

complete, the results

are instantly available

to the instructor.

Page 176: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 177: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 178: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

Wonder BookGamification in Education

Page 179: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

Wonder Book• Sony has launched a

new device called

Wonderbook. It is a

device that hooks up

with their PS3.

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Page 181: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 183: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

Wonder Book• This participation allows

the outcome of the book

to be different like a

game.

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Page 185: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

Wonder Book• Most notably, Sony has

partnered with JK

Rowling to create a

wonderbook for her

Book of Spells.

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Page 187: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

World Peace GameGamification in Education

Page 188: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 190: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 192: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 194: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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Page 196: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 197: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 198: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 199: Gamification in education  - 10 compelling case studies - Manu Melwin Joy
Page 200: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 201: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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!

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ZondleGamification in Education

Page 203: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 204: Gamification in education  - 10 compelling case studies - Manu Melwin Joy
Page 205: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 206: Gamification in education  - 10 compelling case studies - Manu Melwin Joy
Page 207: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 208: Gamification in education  - 10 compelling case studies - Manu Melwin Joy
Page 209: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 210: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 211: Gamification in education  - 10 compelling case studies - Manu Melwin Joy
Page 212: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 213: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

Page 214: Gamification in education  - 10 compelling case studies - Manu Melwin Joy

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.

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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.

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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.

Page 217: Gamification in education  - 10 compelling case studies - Manu Melwin Joy