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Gamification Unplugged: Lessons for Learning Design Charalambos Vrasidas Executive Director, CARDET Associate Dean for e-learning, University of Nicosia http:// www.slideshare.net/pambos/gamification-unplugged-lessons-for-learning-design www.vrasidas.com www.cardet.org [email protected]

Gamification Unplugged: Lessons for Learning Design

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Gamification Unplugged: Lessons for Learning Design

Charalambos VrasidasExecutive Director, CARDET

Associate Dean for e-learning, University of Nicosia

http://www.slideshare.net/pambos/gamification-unplugged-lessons-for-learning-design

www.vrasidas.comwww.cardet.org

[email protected]

Summary

• Good games encapsulate all we know about how humans learn and interact.

• Adopting games and gamification principles in education is not easy but has huge potential

textbookofbacteriology.net

http://www.flickr.com/photos/cisco_pics/5370519792/lightbox/

Can education innovate?

http://tinyurl.com/ygbrbpl http://tinyurl.com/bvzafu8

Challenges

Engagement Interaction Authenticticy

NeedsKnowledge Information

21st Century Skills

http://atc21s.org/

21st Century Skills

CollaborationKonwledge

ConstructionUse ICT

Reflection CommunicationProblem

Solving

Global Citizenship

Critical

ThinkingCreativity

https://pbs.twimg.com/media/CEbKM5lUMAAPUv3.jpg:large

What does this mean for teaching and learning?

• “Literacy as I am using the term is definitely a skill. But solitary skills are not enough today. Literacy now means skill plus social competency in using that skill collaboratively” – (Rheingold, 2013, p. 4)

New Media Literacies (Jenkins)

Performance Play Simulation

Appropriation MultitaskingDistributed Cognition

Collective Intelligence

Judgment Networking

TransmediaNavigation

Negotiation

http://www.newmedialiteracies.org/

Play: The ability to capacity to experiment and explore various solutions to problems.

http://tinyurl.com/po9ry3v http://tinyurl.com/oh7p6ct

Performance: The capacity to embrace new identities and to explore and discover new worlds.

http://tinyurl.com/nay45jq

Multitasking: The ability to engage in multiple scans simultaneously.

http://tinyurl.com/owwgg3t

http://tinyurl.com/owyz8ar

Judgment: The ability to access, evaluate and decide on the use of various sources of information.

http://tinyurl.com/otgggjx

Important Developments in Educational Technology in European Schools

http://www.digitaltrends.com

http://tinyurl.com/a2cxtcq

Source: Debating Europe

Game Stats from the U.S.

• 58% of Americans play video games• Average age of players: 30• 62% of all gamers are adults• 68% are above 18 and older• 77% of gamers play at least one hour a week• 36% play games on their smart phone• 79 percent of parents place time limits on video

game playing, compared with 78 percent who limit Internet usage and 72 percent who limit TV viewing

http://www.bigfishgames.com/blog/2014-global-gaming-stats-whos-playing-what-and-why/

Game Affordances – Good Pedagogy

•Motivation

•Multimodal

•Engagement

•Competition

•Collaboration

•Interaction

•Feedback

•Levels

•Adaptation

•Assessment

http://www.questatlantis.org/

Games are FUN!

FLOW

(Csikszentmihalyi, 1990, 1997; Csikszentmihalyi & Csikszentmihalyi, 1988; Yerasimou, 2011).

Improved Skills

• Multitasking

• Problem Solving

• Collaboration

• Leadership

• Strategy

Gamification

One of the earliest examples of gamification…

http://tinyurl.com/cprprsb

http://tinyurl.com/d3t7nrl

iStockPhoto.com http://tinyurl.com/4c6qvfu

Used Daily by Good Teachers

https://sites.google.com/site/kelbrooks/

The context of use matters…

GAME

Rules

Structure

Interaction

levels

feedback

Aims

Ananth Pai: Gamifying the Classroom

http://tinyurl.com/b9pqlgf

37

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http://e-reflect.wix.com/e-reflect

http://boysreading.org

Gamification of Education – Teacher Training

http://atlantisremixed.org/

Καταμέτρηση μέσω εναέριας παρακολούθησης

Δημιουργία κατάλληλου συνδυασμού προϊόντων

Παροχή βοήθειας

Ανασύσταση κοινωνίαςΠομπή φορτηγώνΑγορά τροφίμων

World Food Program – Food Force

http://www.play2prevent.org

Opportunities

Engaging and motivating environment

Represents all we know about learning

Knowledge construction Authentic Contexts

Better understanding of the role of the teacher

Knowledge transfer – in real classroom

Challenges

Language, content

Time, Curriculum, Assessment

Teacher PD

Technology issues

Education Culture

Gamification Unplugged: Lessons for Learning Design

Charalambos VrasidasExecutive Director, CARDET

Associate Dean for e-learning, University of Nicosia

www.vrasidas.comwww.cardet.org

[email protected]