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Gamification-MTechET by S.P.Vasumathy

Date post: 06-May-2015
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Independent Reading Course
15
GAMIFICATION
Transcript
Page 1: Gamification-MTechET  by S.P.Vasumathy

GAMIFICATION

Page 2: Gamification-MTechET  by S.P.Vasumathy

LET’S PLAY

5 minutes to play the game

Frog Jumping Puzzle

1. http://www.kidsmathgamesonline.com/problemsolving/frogjump.html

or

2. http://www.smart-kit.com/s7284/

Page 3: Gamification-MTechET  by S.P.Vasumathy

Follow the link

http://www.youtube.com/watch?v=2lXh2n0aPyw

GAMIFICATION IN ACTION

Page 4: Gamification-MTechET  by S.P.Vasumathy

HOW TO WE MOTIVATE PEOPLE TO CHAN GE THEIR BEHAVIOR

1.Incentives

2.Badges

3.Points

4.Discounts

5.Free Stuff!!

6. Provide things the customers like

Is liking something the same as being motivated by something

Pleasure = Behaviour change

Page 5: Gamification-MTechET  by S.P.Vasumathy

WHAT IS A GAME?

A Game is a system in which players engage in an abstract challenge defined by rules interactivity and feedback, the results in a quantifiable outcome often eliciting an emotional reaction.

Page 6: Gamification-MTechET  by S.P.Vasumathy

INTRODUCTION

What is Gamification?gamification - gam(e) + -ification

applying game-design thinking to non-game applications to make them more fun and engaging

Page 7: Gamification-MTechET  by S.P.Vasumathy

GAMIFICATION

Gamification is using game based mechanics, aesthetics and game thinking to engage people motivate action, promote learning and solving problems

Page 8: Gamification-MTechET  by S.P.Vasumathy

OTHER COMPONENTS OF GAMIFICATION

Page 9: Gamification-MTechET  by S.P.Vasumathy

The interest curve within a game is the flow and the sequence of events holds and grabs players attention and extends the concept throughout the entire experience. Games are designed to take initial interest and rise it to an other level. When the game is over the learner leaves the interest with some interest left over and with the knowledge is gained by the carefully sequenced instruction.

CURVE OF INTEREST

Page 10: Gamification-MTechET  by S.P.Vasumathy

FLOW-BY MIHALY CSIKSZENTMIHALYESTATE BETWEEN BOREDOM AND ANXIETY

Page 11: Gamification-MTechET  by S.P.Vasumathy

INTRINSIC AND EXTRINSIC MOTIVATION

Page 12: Gamification-MTechET  by S.P.Vasumathy

WHAT CAN GAMIFICATION DO?• Hand-eye coordination

• Solving Problems

• Teaching Higher Order Skills

• Thinking the unthinkable

• Thinking like an opponent

• Engaging learners in a live classroom

• Helping people lose weight

• Making physical therapy more enjoyable

• Testing knowledge and performance

• Good for Old and Young

Page 13: Gamification-MTechET  by S.P.Vasumathy

APPLYING GAMIFICATION TO LEARNING DOMAINS

• Declarative Knowledge

• Conceptual Knowledge

• Procedural Knowledge

• Rule-based Knowledge

• Experiencing the concept

• Experience consequences

• Affective Domain

• Psychomotor Domain

Page 14: Gamification-MTechET  by S.P.Vasumathy

GAMIFICATION IN ACTION

53% male and 47% female women 18 or older represent a greater portion of the game-

playing population (30%) than boys 17 or younger (18%) average player age is: 30 25% of population is over 50 social games outpace competitive games by 3:1

Page 15: Gamification-MTechET  by S.P.Vasumathy

CONCLUSION

The Mantra

“Have fun while you learn”


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