PRACTICAL APPLICATIONS OFGAMIFICATION
GAMIFICATION IS NOT GAME-BASED-LEARNING
Game-Based-Learning = Using Games in a LearningEnvironment!
GAMIFICATIONUsing Game elements to support teaching! Often but not necessarily with the help of ICT.
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.
EXAMPLE
Explore the City & Explore the Community
EXAMPLE LEADERBOARDS
Competition and comparison Can provide instant feedback Should show different ranking
dimensions (transparency)
EXAMPLE BADGES, TROPHIES, ACHIEVEMENTS
Social Recognition Rewards valuable behavior Can be milestones to break down
complex tasks
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!
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
MAKE SURE THAT
You address the Emotional, Social and cognitive areas!
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
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.
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