Download - Game based learning presentation
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Gamification of LearningPresented by Ashley Anderson
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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
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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
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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
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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
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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)
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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
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