RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION NIKOLA DIMITROV Innovation...
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RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION NIKOLA DIMITROV Innovation Research Group VUZF University “Innovation: Engine for
RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY &
GAMIFICATION NIKOLA DIMITROV Innovation Research Group VUZF
University Innovation: Engine for Economic Growth International
Scientific Forum VUZF University 1 October, 2013
Slide 2
Conceived during industrial revolution Works like a factory
Focuses on mathematics, physics and theoretical topics What about
arts, sports and fun? What about creativity?
Slide 3
We dont grow into creativity, we grow out of it. Or rather, we
get educated out of it. Sir Ken Robinson
Slide 4
Consequences Epidemic of Attention Deficit Disorder Lack of
engagement Low motivation to study Low motivation to succeed Poor
overall performance Dropouts
Slide 5
Is it the students fault??? Computers Smartphones Commercials
TV Radio Social media
Slide 6
Technological impact on education Control over knowledge and
information Student centered vs. Lecturer centered classes
Collaboration and peer-to-peer education Self passed learning
Anytime/Anyplace learning Emergence of Online and/or mobile
education
Slide 7
What do we do? Punish them Kick them out of class Blame media
Blame parents Give them drugs to focus
Slide 8
Current Challenges 1) Education techniques and Education Tools
2) Examination & Progress monitoring 3) Demotivating marking
scheme 4) The role of the lecturer and shifting control towards
students
Slide 9
Gamification The process of game-thinking and game mechanics to
engage users and solve problems (Zickermann, Gamification by design
2011).
Slide 10
Player types Killers 1% Achievers 10% Explorers 10% Socializers
80% Focus on wining, ranks and peer-to-peer competition Engaged by
leaderboards and ranks Focus on explorations and discovery of new
worlds Engaged by obfuscated achievements Focus on attaining status
and achieving goals Engaged by goals, achievements and obstacles
Focus on socializing, network creation and contact lists Engaged by
news feeds, friend lists and chatting
Slide 11
Mastery level Novice Problem solvers Experts Masters
Visionaries
Slide 12
Game mechanics Points Levels Leaderboards Badges Onboarding
techniques Challenges and Quests Customization Rewards Status
Achievement Self Expression Competition Altruism Human Desires
Slide 13
Technology & Gamification in Industry SAP Road warrior
sales training CBA: Investorville.om Samsung Nation Redcritter
(Agile management) Nike Plus Penny auction sites Mint.com Frequent
Flyer Programs Fuel/Gas/Shopping Cards Credit Cards (cash back)
Coupons (Groupon, Grabo.bg) Linkedin Foursquare Farmville
Slide 14
Technology & Gamification in Education Microsoft Just press
play Open Study Khan Academy Udemy.com Coursera.org Udacity.com
Edublogs.org Lynda.com Bulgaria: Edukami.com Entertraining
Slide 15
Current goals Use Gamification in the courses we teach Prove
that Gamification works Motivate and engage students Inspire
students, lecturers and people from the business Creation of an
educational framework and designing a platform that can be used
from K-12 to higher education.
Slide 16
Expected benefits Motivate student to learn Create a sense of
progression and belonging Improve average grade level and
submission rates Increase employment opportunities for students
Increase student attrition and retention levels Create positive
awareness of university and increase revenue
Slide 17
Feasibility The idea can easily be applied and tested in a
single course Issues and challenges Management of student point and
progression without a automated software will be time consuming
Focus on play rather than learning should be monitored and
controlled
Slide 18
Implementation Framework All lectures are to be pre-recorded so
that students can learn at their own pace and repeat what they have
not understood (Online and mobile platforms will be used) Students
shall not be penalized for failure but encouraged to master
theoretical concepts and practical exercises Gamification
techniques will be implemented and student status tracked manually
(due to lack of current system) Students will have individual as
well as team goals and achievements Usage of skill points will be
introduced for leaderboards, level progression, activity unlocking
and rewards
Slide 19
Future steps Innovate a course with Gamification Create a
framework for a Bachelors and Masters program Introduce a framework
to Ministry of education to reform education via technology and
Gamification Introduce and apply Gamification in Bulgarian
enterprises