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Gamification to learning motivation Prof. Dr. Francisco Ignacio Revuelta Domínguez [email protected] July, 16th- 17th, 2015 Lima (Perú)

Gamification to learning motivation

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Gamification to learning

motivation

Prof. Dr. Francisco Ignacio Revuelta Domínguez

[email protected]

July, 16th- 17th, 2015

Lima (Perú)

LEVEL 1 IN PROGRESS

1.

When gamification appears?

Hype Cycle for Emerging Technologies

(2011)

Hype Cycle for Emerging Technologies

(2012)

Hype Cycle for Emerging Technologies

(2013)

Hype Cycle for Emerging Technologies

(2014)

2.

What is Gamification?

Concept

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

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

!!! LEVEL 1 COMPLETED

!!!!

¡¡ YOU WIN A GAMIFICATION FIRST BADGE !!

LEVEL 2 IN

PROGRESS

3.

Is it possible to classify the gamification?

Gamification place

4.

Types of players

Andrew Marczewsky

5.

What is the gamification’s purpose?

Fuente: http://marketingland.com/wp-content/ml-loads/2014/09/engagement3-4-131.jpg

6.

How to get it?

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

ENGAGEMENT PYRAMID

7.

Game effects

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

!!! LEVEL 2 COMPLETED

!!!!

LEVEL 3 IN PROGRESS

8.

Gamification of Educative Process

Gamification in Education

Gamification in Education

9.

Gamification of Educative Process. It’s possible?

Real successful cases

Gamify System

(Graduate Studies)

Gamify System

(Graduate Studies)

PBL = POINTS + BADGES + LEARDERBOARDS (Ranking)

Gamify System

(Graduate Studies)

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)

Gamify System

(Graduate Studies)

Gamify System

(Graduate Studies)

Gamify System

(Graduate Studies)

Gamify System

(Graduate Studies)

Gamify System

(Postgraduate Studies)

Gamify System

(Postgraduate Studies)

Gamify System

(Postgraduate Studies)

Gamify System

(Postgraduate Studies)

Gamify System

(Postgraduate Studies)

Gamify System

(Postgraduate Studies)

Gamify System

(Postgraduate Studies)

!!! LEVEL 3 COMPLETED

!!!!

¡¡ YOU WIN A GAMIFICATION SECOND BADGE !!

LEVEL 4 IN PROGRESS

10.

Future prospective

... 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

!!! LEVEL 4 COMPLETED

!!!!

¡¡ YOU WIN A GAMIFICATION THIRD BADGE !!

Francisco Ignacio Revuelta

Domínguez

[email protected] @pacorevuelta

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