game based learning presentation

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Gamification of LearningPresented by Ashley Anderson

The Problem with Traditional Learning• Skills and concepts are abstracted from their

context

• Education is more of an information distribution channel rather than a learning experience

• not enough engagement and motivation

• not enough feedback

Game Traditional Learning

Tasks repetitive, but fun repetitive and dull

Feedback constantly after each activity/test has been graded

Failure expected, not too scary forbidden

Status of Users transparent hidden

Collaboration yes yes

What is Gamification?

• use of game design elements in non-game contexts !

• improves user experience, engagement, and motivation in non-game settings !

• learning culture that aligns more closely to student’s habits and interests

How Gamification Can Improve Learning• Concepts are better retained and behaviors changed

when the learner is engaged in the new information

• allows learners to understand the context in which to apply skills

• allows learners to take chances in a less threatening setting

• learners can change their behavior based on feedback

Gamification Elements

Gamification Elements

• collecting points

• reaching levels

• own pace

(Saunderson, 2011)

• storytelling (Kiili, 2005)

• freedom to fail (Kapp, 2012)

• goal focused (Saunderson, 2011)

• obtaining feedback (Saunderson, 2011)

Quest to Learn (Q2L)

Is gamified learning more effective than traditional learning?

Participants: 40 people interested in learning Japanese btw. ages 20-25

IV: learning tool (Rosetta Stone vs. Rosetta Stone Gamified)

DV: test scores satisfaction level with the learning the tool

Statistical Test: independent variables t-test

Kapp, K. M. (2012). Games, Gamification, and the Quest for Learner Engagement. T+D, 66(6), 64–68. Retrieved fromhttp://libaccess.sjlibrary.org/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=bah&AN=76133904&site=ehost-live !Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. doi:10.1016/j.iheduc.2004.12.001

Saunderson, R. (2011). Making Learning Fun. Training, 48(6), 70–71. Retrieved fromhttp://search.proquest.com.libaccess.sjlibrary.org/docview/916626454/abstract?accountid=10361

Cohen, A. M. (2011). The Gamification of Education. Futurist, 45(5), 16–17. Retrieved from http://libaccess.sjlibrary.org/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=mth&AN=64928995&site=ehost-live !Deterding, S. (2012). Gamification: designing for motivation. interactions,19(4), 14. doi:10.1145/2212877.2212883

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