Date post: | 06-May-2015 |
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Education |
Upload: | vasumathy-vardarajan |
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GAMIFICATION
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/
Follow the link
http://www.youtube.com/watch?v=2lXh2n0aPyw
GAMIFICATION IN ACTION
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
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.
INTRODUCTION
What is Gamification?gamification - gam(e) + -ification
applying game-design thinking to non-game applications to make them more fun and engaging
GAMIFICATION
Gamification is using game based mechanics, aesthetics and game thinking to engage people motivate action, promote learning and solving problems
OTHER COMPONENTS OF GAMIFICATION
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
FLOW-BY MIHALY CSIKSZENTMIHALYESTATE BETWEEN BOREDOM AND ANXIETY
INTRINSIC AND EXTRINSIC MOTIVATION
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
APPLYING GAMIFICATION TO LEARNING DOMAINS
• Declarative Knowledge
• Conceptual Knowledge
• Procedural Knowledge
• Rule-based Knowledge
• Experiencing the concept
• Experience consequences
• Affective Domain
• Psychomotor Domain
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
CONCLUSION
The Mantra
“Have fun while you learn”