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Tech Educa 2012 Slides
Tech Educa 2012 Slides
Jorge Simes, Instituto Superior Politcnico Gaya, Portugal Rebeca Daz Redondo, Universidad de Vigo, Spain Ana Fernndez Vilas, Universidad de Vigo, Spain
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
Motivations
for
research
in
Game-based
Learning
and
Gamification of Education.
How Game-based Learning has been applied in schools. Gamification and Social Gamification: definitions. Research guidelines and main features for a social gamification
framework.
Applying social gamification in a social learning environment. Conclusions and Future work.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
Young people today grow up immersed in a myriad of digital devices, thinking and processing information in a radically different way from their predecessors.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
They share common interests... They need new ways of learning that are more interactive, participative, engaging and individualized.
http://www.mackcollier.com/how-much-does-socialmedia-cost-in-2011/
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
and
Game-based Learning
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
Need for teachers with expertise in game design and game development
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
Another approach
Young people like videogames
and
Gamification of Education
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
Gamification
The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.
(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of MindTrek 2011 and Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior (2010) )
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
http://www.gartner.com/hc/images/215650_0001.gif
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
Before 2010 the word gamification had never been searched into Google
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Social Gamification
The use of game design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors.
Video games
Gamification
Social Games
Social Gamification
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Gamification
The use of game design elements in nongame contexts, to drive game like engagement in order to promote desired behaviors.
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non-game contexts
Education: High potential for the application of gamification. Schools already use several game elements: Points for completing assignments Points translate to badges (grades) Rewards for desired behaviors Punishments for undesirable behaviors New level at the end of an academic year
Lee, J., Hammer, J.: Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2) (2011)
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http://progresswars.com/
RQ1: how can social gamification help educators and schools to motivate students?
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desired behaviors
How and under what circumstances can game elements drive learning behavior?
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Research Guidelines:
Identify the most common game elements that are present in social games;
Choose a set of those game elements for implementation in a K-6 social learning environment;
The platform will then include a set of gamification tools that will be used with two purposes:
Improving users loyalty and motivating them to a more active use of the platform. Enable teachers to set up gamified and personalised learning activities.
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Context of Use
The social gamification framework to be provided with the ongoing research work will be tested with an existing social learning platform:
schoooools.com
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Goals: empower children, preteens, parents, and educators to benefit from the enormous educational potential of Web 2.0 and social networks.
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social bookmarking,
Collaborative editors: text, drawings, cartoons, newspapers, music, radio, video, movies, TV, games, ...
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Conclusions:
the popularity of video games and the existence of a generation of digital natives who are also gamers; Social games brought new types of players especially those who are motivated by social interaction, participation and knowledge sharing; One step beyond GBL, gamification emerged as a new trend in the last couple of years; Finding how to apply social gamification in education, as an alternative approach to GBL, and validating its application are the main goals of our work
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Future Work:
Implement the proposed social gamification framework; The framework will be a step-by-step guide in designing socially gamified
learning contents;
A social learning environment - schoooools.com - will provide a set of gamification tools, organized as a dashboard to help teachers to set,
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Thank you,
Jorge Simes, Instituto Superior Politcnico Gaya, Portugal jsimoes@ispgaya.pt @jmapsimoes http://pt.linkedin.com/in/jmapsimoes
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