+ All Categories
Home > Education > Th202 slides

Th202 slides

Date post: 12-May-2015
Category:
Upload: trickyraymer
View: 297 times
Download: 0 times
Share this document with a friend
Description:
Gamification for eLearning slides from TechKnowledge 2012
Popular Tags:
72
GAMIFICATION Using Game Mechanics to Enhance eLearning Twitter: @trickyraymer TH202
Transcript
Page 1: Th202 slides

GAMIFICATIONUsing Game Mechanics to Enhance eLearning

Twitter: @trickyraymerTH202

Page 2: Th202 slides

RICK RAYMERGaming and Simulation Coordinator

Twitter: @trickyraymer

Page 3: Th202 slides

When should video games be

included in eLearning?

Page 4: Th202 slides
Page 5: Th202 slides

Clark & Meyer: E-Learning and the Science of Instruction

•When the goals, rules, activities, feedback, and consequences of the game or simulation can be aligned to the desired learning outcomes

•When structure and guidance to help learners is provided to reach instructional goals

•However, open-ended games and simulations that require unguided exploration should be avoided

Page 6: Th202 slides

Only use games if they directly support your education goals.

Make learning essential to the game.

SUMMARY

Page 7: Th202 slides

Why are video games so popular?What do they do well?

Page 8: Th202 slides

Occupying the attention or the

efforts of a person

ENGAGEMENT

Page 9: Th202 slides

Occurs when the BRAIN is REWARDED

ENGAGEMENT

Page 10: Th202 slides

Rewards must evoke EMOTION from the learner!

Page 11: Th202 slides

WANTING

Page 12: Th202 slides

LIKING

Page 13: Th202 slides

WANTING+LIKING=REWARDING

Page 14: Th202 slides

Dr. Kent Berridge•University of Michigan

Neuroscientist

• Researches the causes of addiction

•Has found wanting and liking to occur in two different part of the brain

Page 15: Th202 slides

Games are not engaging because

they’re games, but when they are

designed to be rewarding!

Page 16: Th202 slides

What is Gamification?

Page 17: Th202 slides

Gamification: The use of gameplay mechanics for non-game applications.

Page 18: Th202 slides

Example: What game mechanics in this game could

be applied to E-Learning?

Page 19: Th202 slides

Example: What game mechanics in this game could

be applied to E-Learning?

Page 20: Th202 slides

Set Goals and Objectives

Page 21: Th202 slides

Set Goals and Objectives

Page 22: Th202 slides

Objective 1

Objective 2

Objective 3

Objective 4

Objective 5

Goal 1

GOAL STRUCTURE

Page 23: Th202 slides

Goal 1

Goal 2

Goal 3

Goal 4

Goal 5

Topic 1

GOAL STRUCTURE

Page 24: Th202 slides

Topic 1

Topic 2

Topic 3

Topic 4

Topic 5

Module 1

GOAL STRUCTURE

Page 25: Th202 slides

Module 1

Module 2

Module 3

Module 4

Module 5

Course 1

GOAL STRUCTURE

Page 26: Th202 slides

LINEAR STRUCTURE

Page 27: Th202 slides

HUB SYSTEMS

Page 28: Th202 slides

HUB SYSTEMS

Page 29: Th202 slides

HUB SYSTEMS

Page 30: Th202 slides

OPTIMAL FLOW

Page 31: Th202 slides

FLOW of GAMES

Page 32: Th202 slides

FLOW of LEARNING

Page 33: Th202 slides

- Give the Learner ChoicesSet Goals and Objectives

Page 34: Th202 slides

- Create Time Sensitive Objectives- Give the Learner Choices

Set Goals and Objectives

Page 35: Th202 slides

Frequent Feedback

Page 36: Th202 slides

Frequent Feedback

As a designer, one of your most important jobs is to MAKE YOUR LEARNERS

FEEL CLEVER.

Page 37: Th202 slides

Measure Progress

Page 38: Th202 slides

- Visual Representation of Experience

Measure Progress

Page 39: Th202 slides

Reward Effort

Page 40: Th202 slides

Reward Effort- Incremental Rewards

Page 41: Th202 slides

- Reward Schedules

Reward Effort- Incremental Rewards

Page 42: Th202 slides

Reward SchedulesThree Main Components:• Prerequisite – Why did I get this reward?• Response – How is the reward presented?• Reinforcer – What is the appropriate reward? (momentary or persistent)

Two Types of Reward Schedules:• Interval – Based on time.‣Fixed – Low engagement immediately after the reward, that increases as the next reward approaches.‣Variable – Random within a window of time.

• Ratio – Based on completing actions.‣Fixed – Given after a set number of actions, which can include after every action. ‣Variable – Random within a window of actions.

Page 43: Th202 slides

- Probability and Danger- Reward Schedules

Reward Effort- Incremental Rewards

Page 44: Th202 slides

- Adaptive Systems- Probability and Danger- Reward Schedules

Reward Effort- Incremental Rewards

Page 45: Th202 slides

- Negative Feedback Loop- Adaptive Systems

Page 46: Th202 slides

Elements of Chance

Page 47: Th202 slides

Elements of Chance- Surprise and Delight

Page 48: Th202 slides

Moments of Intense Attention

Page 49: Th202 slides

Peer Motivation

Page 50: Th202 slides

Suggestions for Specific Project

Phases

Page 51: Th202 slides

Pre-Concept Phase

Page 52: Th202 slides

Think Outside the Box

Page 53: Th202 slides

-Know the BoxThink Outside the Box

Page 54: Th202 slides

Expand Your Horizons

Page 55: Th202 slides

Expand Your Horizons

Alternate Reality/Wearables

Adaptive LearningSystems

Page 56: Th202 slides

Play Games

Page 57: Th202 slides

- Individually & In GroupsBrainstorm

Page 58: Th202 slides

-Never Dismiss Ideas As StupidBrainstorm

Page 59: Th202 slides

The Well Is Deep

Page 60: Th202 slides

Concept Phase

Page 61: Th202 slides

Know Your Audience

Page 62: Th202 slides

Stay True to the Brand

Page 63: Th202 slides

Have a Hook

Page 64: Th202 slides

Improved Presentations

Page 65: Th202 slides

Use CGI or Illustrations

Page 66: Th202 slides

Use Peripherals That MimicManual Dexterity Skills

- Develop for a Game Console

Page 67: Th202 slides

Test Assumptions

Page 68: Th202 slides

Paper Test

Page 69: Th202 slides

Paper Test

Page 70: Th202 slides

Test Early & Often

Page 71: Th202 slides

Summary

•Provide feedback and show progress on clearly stated goals and objectives

• Increase engagement by rewarding learners(wanting+liking=rewarding)

•Reward effort, not just successes

•Gain attention with surprise and delight

•Build systems that allow peer interaction

• Improve your presentations with better art and technology

•Know your audience and brand

•Test assumptions early and often


Recommended