Gamification in Education

4,227 views 25 slides Apr 15, 2017
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About This Presentation

Gamification in education implies gamifying or incorporation of gaming elements in educational environment. Gaming is a mean of entertainment and amusement which when applied as a teaching aid in otherwise mundane subjects can prove fruitful.


Slide Content

INTRODUCTION WHAT IS GAMIFICATION? HOW GAMIFICATION IS APPLIED IN EDUCATION CONTEXT? WHY GAMIFICATION? MOTIVATION BEHIND GAMIFICATION?

WHAT IS GAMIFICATION Gamification is the craft of deriving all the fun and addicting elements found in games and applying them to real-world or productive activities OR A NON-GAME ENVIRONMENT.

GAMIFICATION IN EDUCATION!! The gamification of learning is an educational approach to MOTIVATE students to learn by using video game design and game elements in learning environments. The goal is to MAXIMIZE ENJOYEMENT and ENGANGEMENT through capturing the interest of learners and inspiring them to continue learning.

Why use gamification in education? IMMEDIATE FEEDBACK FUN SCAFOLDED learning MASTERY PROGRESS INDICATORS ( PBLs) COLLABORATION PLAYER CONTROL

MOTIVATION BEHIND GAMIFICATION “ It's play that makes people unafraid to fail and confident to try new things.. It's play that helps us do serious things better.. Because we enjoy them and feel a sense of achievement...” ..and yeah OF COURSE...motivation behind gamification is TO MOTIVATE !!

LITERATURE SURVEY EXISTING TECHNIQUES TRADITIONAL VS GAMIFIED LEARNING ANALYSIS AN OVERVIEW

EXISTING TECHNIQUES GAME ELEMENTS MYSTERY ACTION CHALLENGE RISK UNCERTAINITY OPPORTUNITY PROGRESS EMOTIONS

MYSTERY : “what happened and why” ACTION : Selecting a plan of action involve the learner immediately . CHALLENGE : Joy of overcoming challenges ! RISK : No risk no game ! (attention) UNCERTAINITY : A dds suspense, intrigue and focus OPPORTUNITY : Opportunity for mastery! PROGRESS : Progress bars, levels, and coins. EMOTIONS:Sadness to anger to enthusiastic happiness.

TRADITIONAL VS GAMIFIED CHARACTERISTICS TRADITIONAL LEARNING GAMIFIED LEARNING RULES DEFINED EXLORED PRIZES WIN-LOSS LEVEL-UPS SETUP PEN-PAPER-BOARD DIGITAL GADGETS TAKEAWAYAS LEARNING SKILLS UNDERSTANDING SKILLS EVALUATION GRADES AND PERCENTILE POINTS , BADGES COST DEPENDS….

ANALYSIS OF LS The main dynamics fostering learning using gamification are: ( 1) Freedom to Fail : EXPLORE ( 2) Rapid Feedback : IMPROVEMENT ( 3) Progression : ACHIEVEMENT ( 4) Storytelling : CREATIVITY

IMPLEMENTATION FLOW OF GAMIFICATION WORK UNDERSTANDING TARGET AUDIENCE DEFINING LEARNING OBJECTIVES STRUCTURING THE EXPERIENCE

FLOW OF GAMIFICATION WORK

UNDERSTANDING TARGET AUDIENCE AND CONTEXT While an analysis of the target audience will help you determine factors like age group, learning abilities, current skill-set, etc., Analysing the context can provide you with details of the student group size, environment, sequencing of skills, and the time frame

DEFINING LEARNING OBJECTIVES What does the instructor want the student to accomplish by completing the education program? Every instructor should have an objective that s/he wants the student to achieve at the end of the learning program. This could include: General Instructional Goals such as having the student complete an assignment, a test/quiz/exam, a project, etc.

STRUCTURING EXPERIENCES How can the learning program be broken down and what are the WEAK points? W hat the students need to learn and achieve by the end of each stage or milestone. M ilestones makes the ultimate objective seem more achievable and measurable. E nsuring that obstacles within and between each stage are easily identifiable.

IDENTIFYING RESOURCES SOFTWARE TOOLS APPS WEBSITES FORUMS BLOGS E-RESOURCES

Application of game elements MYSTERY : MINESWEEPER ACTION : POKEMON GO , WWO. CHALLENGE : QUIZ GAMES RISK : CHAIN REACTION UNCERATINITY : MINESWEEPER MASTERY : BRAINSCAPE, MORON. PROGRESS : DUOLINGO EMOTIONS : SUPERBETTER

SOFTWARE TOOLS GAME SALAD KAHOOT PLAYBRIGHTER GAMEMAKER BUILDBOX SOCRATES

Examples of gamification in educational context DUOLINGO RIBBON HERO COURSERA BRAINSCAPE

EXAMPLE OF GAMIFICATION TO SAVE WORLD !! FOLDIT : Foldit Gamers SolveD Riddle of HIV Enzyme within 3 Weeks !! Other examples.. PAINSQUAD ZAMZEE JUSTDANCE SUPERBETTER

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CONCLUSION So, we have studied that it cannot be ignored that today’s students are living more digitally and therefore are more computer-literate by default . With the ever growing interest in video games it is important to try to capitalise on this technology and utilise it to positively affect education.

REFERENCES [1]KARL KAPP -The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education [2]GOOGLE IMAGES [3]Sheldon, Lee (2012). The Multiplayer Classroom: Designing Coursework as a Game. Boston, MA: Cengage Learning. [4]Yu- kai Chou: Gamification & Behavioral Design