game based learning presentation

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Gamification of Learning Presented by Ashley Anderson

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Page 1: Game based learning presentation

Gamification of LearningPresented by Ashley Anderson

Page 2: Game based learning presentation

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

Page 3: Game based learning presentation

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

Page 4: Game based learning presentation

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

Page 5: Game based learning presentation
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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

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Gamification Elements

Page 8: Game based learning presentation

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)

Page 9: Game based learning presentation

Quest to Learn (Q2L)

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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

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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

References