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Gamification to learning
motivation
Prof. Dr. Francisco Ignacio Revuelta Domínguez
July, 16th- 17th, 2015
Lima (Perú)
GAMIFICATION (WITH OR/AND WITHOUT
TIC)
GAME BASED LEARNING (WITH TIC)
GAMES VIDEOGAMES
NARRATIVE GAMES SERIOUS GAMES
GAME MECHANICS COMMERCIAL GAMES
SIMPLE SIMPLE/COMPLEX
LEARNING SUPPORT / LEARNING OUTSIDE
LEARNING INSIDE
Gamification and Game-based Learning
in Education
Gamification Elements
HUMAN DESIRES
PLA
Y M
ECH
AN
ICS
Award Status Achievement Self-
expression Competition Altruism
Points
Levels
Challenges
Virtual Goods
Leaderboars
Gifting and Charity
BBVA INNOVATION EDGE STUDIE – BUNCHBALL, INC
Primary desire to satisfy a play mechanic Another Area
Gamification systems are established to respond to emotions through
a codeshare.
Engagement generators. Passions and entrepreneurship
PRINCIPLE CORRELATE
Estimation Empathy
Enthusiasm Self regulation
Curiosity Social hability
Pride Esteem and Self-knowledge
Motivation Motivation
Authonomy Iniciative
Positive Effects (Games)
GBL + SOCIO EMOTIONAL LEARNING
Positive emotional effects into player experiencie (MacGonigal,
2011):
10. Joy
09. Relief
08. Love
07. Surprise
06. Pride
05. Curiosity
04. Excitement
03. Awe and Wonder
02. Contentment
01. Creativity
INIT
IAL-
PH
ASE
Learn mechanic system
1 Task IN
TER
MED
IATE
-PH
ASE
Holding mechanic
2 Task with Wildcard on Practics
HIG
H-P
HA
SE
TO GET
2 Task with Wildcard applied on Final Test
Gamify System
(Graduate Studies)
... Future is now… and then?
1. We can not compare the learning process with the process of buying or loyalty to a brand.
2. Designs are different processes must be different.
3. Learning needs of personal reflection.
4. Mechanical use them as narratives, missions and challenges.
5. The center is “learnings”, no “points”
6. Engagement
7. The badge like a personal academic certification of softs skills.
8. Feedback about learning not the game or gamification.
... Finally and …to be continued?…
1. Gamification in Education is possible…… with or/and without TIC 2. Ways to implementation “Games in School” - Ideas:
a) Teachers practices with videogames to learn game mechanics
b) Teachers create games with simple online apps
c) Teachers play with their students
d) Students play games and create games with Scracht to learn
problem-based learning
e) Students feel good. Learning is deeper and significant. f) We works with two competences at the same time:
i. Digital competence ii. Socio-emotional competence