using technology to engage & gamify learning (2017)

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Page 1: Using Technology to Engage & Gamify Learning (2017)

2017

Page 2: Using Technology to Engage & Gamify Learning (2017)

We spend

hours a week as a planet playing videogames.

Did You Know?

http://bit.ly/dIdfSK

- Jane McGonigal

3 Billion

Page 3: Using Technology to Engage & Gamify Learning (2017)

HOURS?

PRACTICE

EXPERT

Page 4: Using Technology to Engage & Gamify Learning (2017)

http://blog.zintro.com/2012/08/10/10000-hour-rule-malcolm-gladwells-10000-hours-of-practice-theory-from-outliers-visualized/

The 10,000 Hour Rule!

Page 5: Using Technology to Engage & Gamify Learning (2017)

Gaming Hours a week into NEW EXPERTS!

Imagine Transforming 3 BILLION...

(3 Billion / 10,000 Hours)

300,000

Page 6: Using Technology to Engage & Gamify Learning (2017)

HOURS?

PRACTICE

LEARN ANYTHING

Page 7: Using Technology to Engage & Gamify Learning (2017)

http://sachachua.com/blog/2013/07/visual-book-review-the-first-20-hours-how-to-learn-anything-fast-josh-kaufman/

Page 8: Using Technology to Engage & Gamify Learning (2017)

Gaming Hours a week into LEARNING NEW THINGS!

Imagine Transforming 3 BILLION...

(3 Billion / 20 Hours)

150 Million

Page 9: Using Technology to Engage & Gamify Learning (2017)

TopicTODAY’S MISSION

LEARNING

LEARNING DESIGN

GAMIFICATION

TOOLS

C2S2C

Page 10: Using Technology to Engage & Gamify Learning (2017)

1

LEARNING

Page 11: Using Technology to Engage & Gamify Learning (2017)

What are the CHALLENGESwith engaging today’s Y-Z GENERATION TO LEARN?

Page 12: Using Technology to Engage & Gamify Learning (2017)

STUDENTS

Today’s Students?

Always Online!

Disengaged!Demotivated!

Sleeping in Class!

No Time to Study!

No Patience!

Expects us to Reply in a Nanosecond!

Googling is Thinking!

Page 13: Using Technology to Engage & Gamify Learning (2017)

BRAIN

Amazing Facts About the Human Brain (Infographic): http://www.best-infographics.com/amazing-facts-about-the-human-brain-infographic/

Page 14: Using Technology to Engage & Gamify Learning (2017)

“The single best work I have encountered on recent findings about the HUMAN

BRAIN AND HOW WE LEARN.”— James M. Lang

http://makeitstick.net/

Page 15: Using Technology to Engage & Gamify Learning (2017)

https://educationcogitation.com/tag/science/

THE SCIENCE OF SUCCESSFUL LEARNING

Page 16: Using Technology to Engage & Gamify Learning (2017)

https://educationcogitation.com/tag/science/

MAKE IT STICK

Page 17: Using Technology to Engage & Gamify Learning (2017)

4

3

2

1

4 Stages of Learning

High

Leve

l

Unconscious Incompetence

Conscious Competence

Conscious Incompetence

Unconscious Competence

- Noel BurchDesigned by: Zaid Alsagoff

Page 18: Using Technology to Engage & Gamify Learning (2017)

Diagram: http://headrush.typepad.com/creating_passionate_users/2006/03/how_to_be_an_ex.html

The Mindset to Mastery…

Page 19: Using Technology to Engage & Gamify Learning (2017)

https://pbs.twimg.com/media/BqMkuUZIEAA8mf9.jpg

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FAIL

IRST

TTEMPT

N

EARNINGZaid Ali Alsagoff

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"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.

Page 22: Using Technology to Engage & Gamify Learning (2017)

2LEARNING

DESIGN

Page 23: Using Technology to Engage & Gamify Learning (2017)

What ANNOYS About PowerPoint Presentations?

Results of the 2013 Annoying PowerPoint survey: http://www.thinkoutsidetheslide.com/free-resources/latest-annoying-powerpoint-survey-results/

The speaker read the slides to us 72.0%

Text so small I couldn’t read it 50.6%

Full sentences instead of bullet points 48.4%

Overly complex diagrams 30.8%

Poor color choice 25.8%

No clear purpose 22.1%

No flow of ideas 21.0%

Page 24: Using Technology to Engage & Gamify Learning (2017)

Why Lecture?

Lively

Educative

Creative

Thought (provoking)

Understandable

Relevant

Enjoyable

http://zaidlearn.blogspot.com/2010/06/vanishing-art-of-lecturing-prof-k.html

MISSION?InspireInfluenceInform

Page 25: Using Technology to Engage & Gamify Learning (2017)

Talk Like TED: http://www.amazon.com/Talk-Like-TED-Public-Speaking-Secrets/dp/1250061539/How to Deliver a TED Talk: https://www.amazon.com/How-Deliver-TED-Talk-Presentations/dp/0071831592TED Talks: The Official TED Guide to Public Speaking: https://www.ted.com/read/ted-talks-the-official-ted-guide-to-public-speaking

Learn From TED Talks…

Page 26: Using Technology to Engage & Gamify Learning (2017)

Constructive Alignment (CA)

LearningActivities

ContentAssessment

Learning Outcomes

More about Constructive Alignment: http://www.ucdoer.ie/index.php/Using_Biggs'_Model_of_Constructive_Alignment_in_Curriculum_Design/Introduction

- John Biggs

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Blended

*F2F: Face-to-Face

Finding the

Right Blend…

Online F2F

Video: http://bit.ly/1jOCeCgClayton Christensen Institute (Source): http://www.christenseninstitute.org/blended-learning-definitions-and-models/

Page 28: Using Technology to Engage & Gamify Learning (2017)

Integration Activation

Application Demonstration

Problem

Instructional Design Models & MethodsDick and

Carey ModelGagné's Nine Events

of Instruction

Bloom's Learning Taxonomy

Merrill's First Principlesof Instruction

ADDIEKemp's Instructional

Design ModelKirkpatrick's 4 Levels

of Evaluation

http://www.instructionaldesigncentral.com/htm/IDC_instructionaldesignmodels.htm

Page 29: Using Technology to Engage & Gamify Learning (2017)

Gain Attention

Inform Learning

Outcomes

Stimulate Recall of Prior

Learning

Present New Content

ProvideGuidance

ProvideLearningActivities

Assess Learning

Provide Feedback

Enhance Retention and

Transfer

This will

help you…

Last class we

learned how to…

Allow me to

demonstrat

e

Now you

try it…

Try it like

this…

Let’s test

your skills

now

Let’s do it

“in the field”

Gagne’s 9 Events of Instruction

Source (Gagne’s 9 Events of Instruction starting at slide 9): http://www.slideshare.net/FareezaM/designing-engaging-presentation

Page 30: Using Technology to Engage & Gamify Learning (2017)

Gagne’s 9 Event of Instructions

Presentation Events of Instruction Learning Activities

Introduction 1. Gain attention • Present a dilemma, analogy, video

2. Inform learning outcomes• List clear learning outcomes

creatively

3. Stimulate recall prior knowledge

• Explain how prior knowledge relates to new topic

• Initiate discussion• Pre-tests

Content 4. Present new content • Explanation, example, simulation

5. Provide guidance • Guidelines, checklists, mnemonics, group discussion

Assessment 6. Provide learning activities7. Provide feedback 8. Assess learning

• Check your understanding• Self/Peer/Facilitator Assessment• Practical, e-Portfolio, quiz

Summary 9. Enhance retention and transfer

• Summarize/Conclude the topic• Provide additional resources

Page 31: Using Technology to Engage & Gamify Learning (2017)
Page 32: Using Technology to Engage & Gamify Learning (2017)

Gai

n A

tte

nti

on

Ahh!

Question Story

FactDefinition

Quote

Analogy

Humor

Personal experience Demonstration

Video Clip

Page 34: Using Technology to Engage & Gamify Learning (2017)

http://www.educause.edu/research-and-publications/books/learning-spaces

Design Learning Spaces That…

Inspire Students to Connect, Collaborate, Think and Innovate!

Page 35: Using Technology to Engage & Gamify Learning (2017)

Source: http://www.channelnewsasia.com/news/singapore/ntu-to-spend-s-75-million/2204774.html

The Hive (at NTU) is a $75 Million Dollar learning hub that consist of 56 smart

classrooms with flexible clustered seating, multiple LCD screens and wireless

communication tools.

Page 36: Using Technology to Engage & Gamify Learning (2017)

https://youtu.be/bmYcurIHDrk

Page 37: Using Technology to Engage & Gamify Learning (2017)

Source: https://www.youtube.com/watch?v=Ah-SmLEMgis

Individual Learning

Paths

Teacher Led

Group/Project Work

Asse

ssme

nt

MATCHBOOK LEARNING’S BLENDED CLASSROOM

Page 38: Using Technology to Engage & Gamify Learning (2017)

Ass

ess

me

nt

Miller’s Pyramid: http://www.gp-training.net/training/educational_theory/adult_learning/miller.htm

Page 39: Using Technology to Engage & Gamify Learning (2017)

Use a Variety of Methods to Assess More…

http://web.me.com/janherrington/AuthenticLearning/Home.html

Learning AnalyticsPeer-Assessment

E-PortfolioRubrics

AUTHENTIC Learning & Empower PERSONALIZED Learning!

Page 40: Using Technology to Engage & Gamify Learning (2017)

https://usergeneratededucation.wordpress.com/2016/09/11/natural-differentiation-and-personalization-through-open-ended-learning-activities/

Empowering conditions for SELF-DIFFERENTIATION and PERSONALIZATION by asking learners to...

Page 41: Using Technology to Engage & Gamify Learning (2017)

How can we use

Technology to

TRANSFORMLearning?

Page 42: Using Technology to Engage & Gamify Learning (2017)

The SAMR Model (Background and Exemplars): http://www.hippasus.com/rrpweblog/archives/2012/08/23/SAMR_BackgroundExemplars.pdf

- Ruben Puentedura

Image source: http://polareducationblog.ca/wp-content/uploads/2012/11/SAMR_model1.png

SAMR

Page 43: Using Technology to Engage & Gamify Learning (2017)

TPACK

http://tpack.org/

Reproduced by permission of the publisher, © 2012 by tpack.org

- Matthew Koehler & Punya Mishra

A framework that identifies the knowledge teachers need

to teach effectively with

technology.

Page 44: Using Technology to Engage & Gamify Learning (2017)

Android

iPAD

Web 2.0

Bloom’s Digital Taxonomies!

http://www.slideshare.net/zaid/creative-visualizations-of-blooms-taxonomies

Google

MORE

Page 45: Using Technology to Engage & Gamify Learning (2017)

3GAMIFICATION

Page 46: Using Technology to Engage & Gamify Learning (2017)

If You Can Have

_______,

WHY NOT?

Page 47: Using Technology to Engage & Gamify Learning (2017)

Gamify Learning Experiences!

http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html

Page 48: Using Technology to Engage & Gamify Learning (2017)

In Learning Terms, “Gamifying Means…

Turning the class content and the way students learn into a game with a rewards system, quests,

experience levels, and healthy competition…”

http://www.mrdaley.com/wordpress/2011/07/27/education-levels-up-a-newbs-guide-to-gamifying-your-classroom/

Believe me!

Page 49: Using Technology to Engage & Gamify Learning (2017)

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…

Page 50: Using Technology to Engage & Gamify Learning (2017)

Gamification?

“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

Page 51: Using Technology to Engage & Gamify Learning (2017)

Gamification image: http://www.coetail.com/itsallaboutart/2014/11/16/level-up-superpowers-quests-and-gamification-in-education/

WHY GAMIFY?

Page 52: Using Technology to Engage & Gamify Learning (2017)

The 8 Core Drives of Gamification

1. Epic Meaning & Calling

2. Development & Accomplishment

3. Empowerment of Creativity & Feedback

4. Ownership & Possession

5. Social Influence & Relatedness

6. Scarcity & Impatience

7. Unpredictability & Curiosity

8. Loss & Avoidance

Octalysis Gamification Framework (By Yu-kai Chou) : http://yukaichou.com/gamification-examples/octalysis-complete-gamification-framework/

Page 53: Using Technology to Engage & Gamify Learning (2017)

Octalysis Gamification Framework (By Yu-kai Chou) : http://i2.wp.com/yukaichou.com/wp-content/uploads/2015/10/The-Octalysis-Framework.jpg

Page 54: Using Technology to Engage & Gamify Learning (2017)

Game Mechanics?

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.

http://gamification.org/wiki/Game_Mechanics

Page 55: Using Technology to Engage & Gamify Learning (2017)

Gamification Building Blocks?

LEVELSPOINTS

BADGES

FEEDBACK

MISSION

CHALLENGES

COUNTDOWN LEADERBOARD

PROGRESS

Page 56: Using Technology to Engage & Gamify Learning (2017)

Image source: https://s-media-cache-ak0.pinimg.com/564x/19/de/45/19de45eed3c37f758501002ba8032b52.jpg

Page 57: Using Technology to Engage & Gamify Learning (2017)

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/

Rewards ≠ Achievement

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

Page 58: Using Technology to Engage & Gamify Learning (2017)

EXAMPLES?

Page 59: Using Technology to Engage & Gamify Learning (2017)

https://www.bangor.ac.uk/news/latest/how-gamification-is-engaging-students-in-learning-30001

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’….

Page 60: Using Technology to Engage & Gamify Learning (2017)

Using Existing Games to Amplify Learning!

http://www.gamification.co/2012/11/09/world-of-warcraft-in-the-world-of-education/

Empowering problem solving, creative thinking, resource management, collaboration, cooperation, visualization and project management skills.

Page 61: Using Technology to Engage & Gamify Learning (2017)

Uses Existing Games to Amplify Learning!

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

http://youtu.be/OSJ5LwAXxLk

Mr. Pai

Mr. Pai features scalable, game

based curriculum using Flower Power of Mangahigh.com,

Timez Attack, Tutpup.com,

Nintendo DS, Brain Age 2, Raz-Kids, etc.

Page 62: Using Technology to Engage & Gamify Learning (2017)

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/

Page 63: Using Technology to Engage & Gamify Learning (2017)

BozemanScience: http://www.bozemanscience.com/

Uses Moodle & Google Docs!

Paul Andersen

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.

Page 64: Using Technology to Engage & Gamify Learning (2017)

https://www.duolingo.com/

Duolingo is fun and addictive (bite-sized lessons). Earn points for correct answers, race against the clock, and level up.

Page 65: Using Technology to Engage & Gamify Learning (2017)

http://edudemic.com/2012/06/gamification-in-the-classroom-how-and-why-one-teacher-did-it/

Kate Fanelli

MathLand (20 Levels):1. Lesson2. Practice 3. Mastery Test (can redo)

Gamification? Points (for completing tests) Levels Avatar Board

Page 66: Using Technology to Engage & Gamify Learning (2017)

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

Page 67: Using Technology to Engage & Gamify Learning (2017)

Seven Tips to Gamify…

1. Gamify grading with levels besides alphabets or percentages.

2. Award students with badges for completed tasks.

3. Integrate educational video games into your curriculum.

4. Stir up a little competition.

5. Implement a class-wide rewards system to encourage top students to help weaker students.

6. Gamify homework to inspire more effort.

7. Use social media tools to gamify social interaction and provide continuous feedback.

Adapted from: http://blog.tophatmonocle.com/2012/07/4-ways-to-gamify-learning-in-your-classroom/

Page 68: Using Technology to Engage & Gamify Learning (2017)

3C2S2C

Page 69: Using Technology to Engage & Gamify Learning (2017)

How to GAMIFYany LEARNING

ACTIVITY?

Page 70: Using Technology to Engage & Gamify Learning (2017)

C2S2C

Methodhttp://www.slideshare.net/zaid/gamify-classroom-learning-with-the-c2s2c-method

Page 71: Using Technology to Engage & Gamify Learning (2017)

GAMIFY IT!http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html

Use C2S2C Method to…

1 Challenge

2 Compete

3 Show

COURSE

Learning Outcome

(LO)

LO

LO

LO LO

LO

LO

LEARNINGACTIVITY

4 Score

5 Celebrate!

Page 72: Using Technology to Engage & Gamify Learning (2017)

Gamification can be applied to sequential or non-sequential learning tasks/activities/Scenarios.

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

1. CHALLENGE

TASK/ACTIVITY/SCENARIO

1. A

2. A-B

3. A-B-C

4. A-B-C-D

5. A-B-C-D-E

6. A-B-C-D-E-F

7. A-B-C-D-E-F-G

8. A-B-C-D-E-F-G-H

9. A-B-C-D-E-F-G-H-I

10.A-B-C-D-E-F-G-H-I-J

11.A-B-C-D-E-F-G-H-I-J-K

GAMIFICATIONGRADING

Page 73: Using Technology to Engage & Gamify Learning (2017)

Example?

http://zaidlearn.blogspot.com/2013/03/the-oer-workshop-at-oum.html

Gameplay: 3 Hours to do this…

Group Activity

Page 74: Using Technology to Engage & Gamify Learning (2017)

Consider using Rubrics as a Tool for…

RubiStar (rubric creation tool): http://rubistar.4teachers.org/

LEARNING, FEEDBACK & ASSESSMENT

Database of Rubrics: http://www.uwstout.edu/soe/profdev/rubrics.cfm

Page 75: Using Technology to Engage & Gamify Learning (2017)

2. COMPETE

http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html

Individual or Group

Page 76: Using Technology to Engage & Gamify Learning (2017)

CompetitionGroup size: 4-7CommunicationCollaborationLeadershipStrategyPlanningIT Savvy dividedOnly assist if asked!

http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html

Example: Group Work

Page 77: Using Technology to Engage & Gamify Learning (2017)

3. SHOW

http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html

PRESENT YOUR MASTERPIECE! FEEDBACK + Q&A

Page 78: Using Technology to Engage & Gamify Learning (2017)

4. SCORE

http://gamification.org/wiki/Game_Mechanics

Map

Levels

Points

Polling

Badges

Rubric

Scored by Self, Peer, Teacher and/or Computer Assessment. Select Your Game Mechanics Flavor!

Rank

Survey

Bonuses

Countdown

Rewards

Rewards

StatusAvatars

Page 79: Using Technology to Engage & Gamify Learning (2017)

http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html

“All Participants vote for the best group work. If they all vote for their own group work, my vote will decide the winner!”

– Zaid Alsagoff

Example: Vote for the Winner!

Page 80: Using Technology to Engage & Gamify Learning (2017)

5. CELEBRATE

“It’s NOT really about winning, but using game

mechanics to engage and inspire real

effort.”

- Zaid Alsagoff

http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html

Page 81: Using Technology to Engage & Gamify Learning (2017)

OER Workshop at USM (27 – 28 June, 2012)

Gamifying to engage USM ACADEMICS to develop OER!

*OER: Open Educational Resources

Page 82: Using Technology to Engage & Gamify Learning (2017)

2nd OER Workshop at USM (27 – 28 August, 2012)

http://zaidlearn.blogspot.com/2012/09/from-flipped-to-gamified-classroom.html

Gamified Classroom Learning Works!

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Gamified Flipped Learning Workshop…

at UPM (9 – 10 August, 2016)

http://zaidlearn.blogspot.my/2016/07/designing-gamified-flipped-learning.html

Individual Group Unified

3 MISSIONS

Page 84: Using Technology to Engage & Gamify Learning (2017)

“Don’t 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

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4

TOOLS

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https://www.classdojo.com/

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

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Transform your class into an adventure and take student motivation to the next level.

https://www.classcraft.com/

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http://rezzly.com/

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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!

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https://tackk.com/armicrobes

Gamifying Augmented Reality!

Page 92: Using Technology to Engage & Gamify Learning (2017)

Use Interactive Web Tools to Engage & …

Student Response Systems (SRS) that empower teachers to engage their students via smartphones, laptops, and tablets.

Gamify Learning!

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TodaysMeet

https://todaysmeet.com/

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Poll Everywhere

http://www.polleverywhere.com/

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Plickers

https://plickers.com/

Plickers is a powerfully simple tool that lets teachers collect real-time formative assessment dataWITHOUT THE NEED FOR STUDENT DEVICES.

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Padlet

https://padlet.com/

It works like an online sheet of paper where people can put any content (e.g. images, videos, documents, text) anywhere on the page, together with anyone, from any device (No login required).

Page 97: Using Technology to Engage & Gamify Learning (2017)

Quizlet

https://quizlet.com/

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Socrative

http://www.socrative.com/

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Nearpod

https://nearpod.com/

An innovative and interactive classroom tool to create, engage and assess. An all-in-one solution for the use of devices in education!

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Formative

https://goformative.com/

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Kahoot

https://getkahoot.com/

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http://quizizz.com/

FUN! EASY-TO-USE GREAT DATA

Guide: http://learninginhand.com/blog/quizizz

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More Learning Tools?

http://list.ly/list/I5U-top-100-plus-learning-tools-on-planet-earth

Top 190+ LEARNING TOOLS on Planet Earth!

Page 104: Using Technology to Engage & Gamify Learning (2017)

Best Quick Reference Guides to Tools?

Social Media & Web 2.0 Reference Guides: http://zaidlearn.blogspot.com/2012/07/best-quick-reference-guides-to-web-20.html

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CHALLENGES?

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Technical Challenges

Tools overload

Firewall blocking

Accessibility

Usability

Ease-of-use

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Sharing Challenges

Information overload

Content ownership

Confidentiality

Quality

Authority

Work-life balance

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6Simplified

Page 109: Using Technology to Engage & Gamify Learning (2017)

Gamify Any Course?

C2S2C

Gamify!

LearningActivities

ContentAssessment

Learning Outcomes

Tools

BlendF2F Online

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Paperback (Print)https://www.amazon.com/21st-Century-PhD-Learning-Adventure/dp/1520558899

E-Book (Kindle)https://www.amazon.com/21st-Century-PhD-Learning-Adventure-ebook/dp/B01N3BO5YX

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

learning.

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https://www.facebook.com/groups/LearningInnovationCircle/

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http://zaidlearn.blogspot.com/

Have a

ZaidLearn!

Finally, You Might Want To…

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[email protected]

https://my.linkedin.com/in/zaidlearn

http://zaidlearn.blogspot.com/

http://twitter.com/zaidlearn

http://www.slideshare.net/zaid

Zaid Ali AlsagoffLearning Innovation Specialist

AQL Learning Innovation Consultancy