Walter gamification

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PRACTICAL APPLICATIONS OF GAMIFICATION

Transcript of Walter gamification

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PRACTICAL APPLICATIONS OFGAMIFICATION

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GAMIFICATION IS NOT GAME-BASED-LEARNING

Game-Based-Learning = Using Games in a LearningEnvironment!

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GAMIFICATIONUsing Game elements to support teaching! Often but not necessarily with the help of ICT.

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WHAT TO DO

Allow experimentation Include rapid feedback cycles Adapt tasks to skill levels Increase tasks difficulties Break complex tasks into shorter and simple

sub-tasks Allow different routes to success Allow the recognition and reward by

teachers, parents and other students

Domínguez, Adrián, et al. "Gamifying learning experiences: Practical implications and outcomes." Computers & Education 63 (2013): 380-392.

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EXAMPLE

Explore the City & Explore the Community

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EXAMPLE LEADERBOARDS

Competition and comparison Can provide instant feedback Should show different ranking

dimensions (transparency)

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EXAMPLE BADGES, TROPHIES, ACHIEVEMENTS

Social Recognition Rewards valuable behavior Can be milestones to break down

complex tasks

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DIFFERENT ROUTES TO SUCCESS

Can write exams Can write papers Can do oral exams Presentations…

Students can select how theywant to participate.

Make sure you everybody has to cover minimal requirements!

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GROUP WORK – COMPETITION IN GROUPS AND BETWEEN GROUPS

Difficult! Some students don’t take group work serious

BUT Creating competition within the group can

break the group dynamics

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MAKE SURE THAT

You address the Emotional, Social and cognitive areas!

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BE CAREFUL!

Once you give rewards (external motivation) it’s very difficult to motivate students again if the reward is taken away!

Be transparent!

Students will try to break the rules of the game!

Apply Gamification to the Content, not Content to Gamification

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AND RESEARCH SAYS

Students will likely do better in applying knowledge

But will likely have less theoretical knowledge There is only little emperical (peer reviewed)

research on Gamification in educational context.

Landers, Richard N., and Rachel C. Callan. "Casual social games as serious games: The psychology of gamification in undergraduate education and employee training." Serious Games and Edutainment Applications. Springer London, 2011. 399-423.