gamifying any course
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hours a week as a planet playing videogames.
Did You Know?
- Jane McGonigal
What are the CHALLENGESwith engaging todays Y-Z GENERATION TO LEARN?
Constructive Alignment (CA)
More about Constructive Alignment: http://www.ucdoer.ie/index.php/Using_Biggs'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction
- John Biggs
Video: http://bit.ly/1jOCeCgClayton Christensen Institute (Source): http://www.christenseninstitute.org/blended-learning-definitions-and-models/
The single best work I have encountered on recent findings about the HUMAN
BRAIN AND HOW WE LEARN. James M. Lang
THE SCIENCE OF SUCCESSFUL LEARNING
MAKE IT STICK
4 Stages of Learning
- Noel BurchDesigned by: Zaid Alsagoff
"It's not that I'm so smart, it's just that I stay with problems longer."
- Albert EinsteinIn 1905, Albert Einstein published the theory of special relativity, and then spent another 10 years trying to include acceleration in the theory and published his theory of general relativity in 1915.
If You Can Have
Gamify Learning Experiences!
4 Terms to Differentiate
GAMEPlay for fun and entertainment
GAME-BASED LEARNINGAdapt existing games to engage and inspire learning
SERIOUS GAMESDesign digital games for specific educational purposes
GAMIFICATIONApply game thinking and game mechanics in a non-gaming context to
Applying game thinking and game mechanics in a non-gaming context to
engage people, inspire learning, motivate action and solve problems.
Khairul Anwar Zaid Ali Alsagoff Shamsuddin AbdullahNorhayati Maskat
Gamification image: http://www.coetail.com/itsallaboutart/2014/11/16/level-up-superpowers-quests-and-gamification-in-education/
Building blocks that can be applied and combined to gamify any non-game context.
Constructs of rules and feedback loops intended to produce enjoyable gameplay.
Gamification Building Blocks?
Image source: https://s-media-cache-ak0.pinimg.com/564x/19/de/45/19de45eed3c37f758501002ba8032b52.jpg
Octalysis Gamification Framework (By Yu-kai Chou) : http://i2.wp.com/yukaichou.com/wp-content/uploads/2015/10/The-Octalysis-Framework.jpg
Potential Pitfalls of Gamification?
Adapted from: http://www.emergingedtech.com/2016/12/pitfalls-of-gamification-every-course-author-should-know/ http://www.imediaconnection.com/articles/ported-articles/red-dot-articles/2012/may/7-potential-pitfalls-of-gamification/ http://www.gamification.co/2011/09/29/the-pitfalls-of-gamification/
Undermining Intrinsic Values
Interfering with Social Norms
One Motivator Does Not Fit All
Confusing Competition & Cooperation
False Sense of Achievement
Finding Ways to Cheat
Feels like Bribery
Imagine sitting in your University lecture, when one of your fellow
students dragged out of a lecture by masked militia-men
because they have become infected.
Using Existing Games to Amplify Learning!
Empowering problem solving, creative thinking, resource management, collaboration, cooperation, visualization and project management skills.
Design New Digital Games to Engage People
Inspire Learning, Motivate Action and Solve Problems.http://www.growthengineering.co.uk/10-serious-games-that-changed-the-world/
MISSION Explore the connectedness of the global
community through the lens of the economic, social, and environmental crises and the imminent threat of war.
Extricate each country from dangerous circumstances and achieve global prosperity with the least amount of military intervention.
LEARN Collaborate and communicate with each other
as one work to resolve the Game's conflicts.
Compromise while accommodating different perspectives and interests.
Discover that we share a deep and abiding interest in taking care of each other.
The World Peace Game
Homepage: http://www.worldpeacegame.org/ Trailer: https://www.youtube.com/watch?v=LqJnk-jYWRM John Hunter
Hands-on Political Simulation
Uses Moodle & Google Docs!
His Method: http://youtu.be/XGE6osTXym8
Uses elements of game design to improve his AP Biology class. The entire
class revolves around Moodle. Students complete levels to acquire experience
points and move up the leader board.
Use C2S2C Method to
Gamification can be applied to sequential or non-sequential learning tasks/activities.
o Level 3o Points (100)o Advancedo Badge (3)o Map (100%)
o Ao 100%o Destinctiono Rubrico Peer-Assess
o Level 2o Points (80)o Noviceo Badge (2)o Map (80%)
o Bo 80%o Credito Rubrico Peer-Assess
Examples:o Level 1o Points (40)o Beginnero Badge (1)o Map (40%)
Examples:o Co 40%o Passo Rubric o Peer-Assess
SCENARIO / TASK / ACTIVITY
Individual or Group
PRESENT YOUR MASTERPIECE! FEEDBACK + Q&A
Scored by Self, Peer, Teacher and/or Computer Assessment. Select Your Game Mechanics Flavor!
Its NOT really about winning, but using game
mechanics to engage and inspire real
- Zaid Alsagoff
OER Workshop at USM (27 28 June, 2012)
Gamifying to engage USM ACADEMICS to develop OER!
*OER: Open Educational Resources
2nd OER Workshop at USM (27 28 August, 2012)
Gamified Classroom Learning Works!
Gamified Flipped Learning Workshop
at UPM (9 10 August, 2016)
Individual Group Unified
Dont gamify everything, but at least consider gamifying the BORING stuff!
Zaid AlsagoffImage source: http://suuriamuutoksia.blogspot.com/2012/02/you-wanna-be-loser-like-me.html
Create a positive cultureTeachers can encourage students for any skill or value whether it's working hard, being kind, helping others or something else
Give students a voiceStudents can showcase and share their learning by adding photos and videos to their own portfolios
Share moments with parentsGet parents engaged by sharing photos and videos of wonderful classroom moments
Transform your class into an adventure and take student motivation to the next level.
Commonly used LMS are also Infusing
GAMIFICATION to Engage Learners More.
Use Virtual & Augmented Reality to
32 Augmented Reality Apps for Education: http://www.teachthought.com/uncategorized/32-augmented-reality-apps-for-the-classroom-from-edshelf/
Engage & Gamify Learning in the Physical World!
Gamifying Augmented Reality!
Use Interactive Web Tools to Engage &
Student Response Systems (SRS) that empower teachers to engage their students via smartphones, laptops, and tablets.
More Learning Tools?
Top 190+ LEARNING TOOLS on Planet Earth!
Gamify Any Course?
This book by Zaid Ali Alsagoff, explores 43 of his
most inspiring and impactful learning adventures
over one decade (2007 - 2016). These 43 learning
adventures were originally captured in his blog
(ZaidLearn) during this period, which explored
various inspirational educators, technologies,
methods and ideas to innovate and transform
learning. You will also discover why he pursued a
personalized learning journey rather than a PhD
route, and some mind boggling lessons learned on
the way. Finally, it explores whether any of his
learning adventures made an impact and a
significant original contribution to the world of
Finally, You Might Want To
Zaid Ali AlsagoffLearning Innovation Specialist
AQL Learning Innovation Consultancy