The Gamification of Education and Cognitive, Social, and Emotional Learning Benefits Guest post by Jane Wolff. The current trend towards the increased use of games and game mechanics in instructional situations could probably have been foreseen quite some time ago. Stretching right back to the primitive gaming technology of the ZX Spectrum in the early 80’s, kids were hooked. As a wider variety and higher quality of educational games have been produced, it is really no surprise that educationists have gravitated towards further use of them as tools in the learning environment. In 2011, Joey J. ‘Cognitive’ benefits include the development of problem-solving skills. Gamification can, according to Lee, be a powerful tool in addressing the child’s ‘emotional’ needs. The ‘social’ benefits of gamification may not be immediately apparent, since gaming has a rather unfair image of being an antisocial activity as games are often played alone. Jane Wolff writes on behalf of Sopris Learning, developers of learning resources for children & schools. About Kelly Walsh Print This Post
Syllabus « Gaming the Classroom Indiana University, Bloomington Department of Telecommunications T366: Multiplayer Game Design Section 13353 Spring 2010 Email: email@example.com Description Focus is on massively-multiplayer online games and virtual worlds. Students will be introduced to the design elements and production requirements necessary to create and maintain online games. Class time will be divided between fighting monsters (Quizzes, Exams etc.), completing quests (Presentations of Games, Research etc.) and crafting (Personal Game Premises, Game Analysis Papers, Video Game Concept Document etc.). At the beginning of the semester everyone in the class will choose and name their avatars. Grading Procedure You will begin on the first day of class as a Level One avatar. *Your level will be determined by experience points (XP) on a 2000 XP scale. · Solo: Craft your own game proposal. 1. Grading is rigorous. Attendance and Conduct You are expected to attend every class. Required TextDesigning Virtual Worlds.
Gamification of MIS3538: Social Media Innovation | Steven L. Johnson blogs Gamification in Higher Education Is it possible to use gamification to motivate students above and beyond grades? These students in my class certainly think so: “The Quest was an amazing experience. “I thought this was a great idea on Professor Johnson’s end, mainly because it was a friendly competitive challenge, and really engaged everyone to take part in it. “The Quest helped to motivate projects outside of the classroom. “Participating in the Quest, what I learned was that you have to be dedicated and be active for your blog to be successful. “The Quest” leaderboard is a great idea for operating a class. (All quotes from end of semester reports by students in Spring, 2012 section of MIS3538: Social Media Innovation.) Social Media Innovation Quest I recently completed my third semester teaching Temple University’s Fox School of Business MIS3538: Social Media Innovation course with the Social Media Innovation Quest as a gamification element. Introducing the Quest The Mechanics
Apps for Autism: Using Game Mechanics to Learn and Grow Imagine for a moment that you had no internal volume control. Everything you saw, heard, and felt was perceived by your brain at equal intensity–from the birds singing outside your window and the dripping of the faucet to the person giving you instructions. Imagine that you were unable to prioritize this information, to sort out the unnecessary or redundant images to focus on the information central to your needs and purposes. If you can do this, you’re on the start to understanding what a person with autism experiences on a daily basis. Dr. This is exactly the kind of problem that children with autism face, and which our app aims to address. Find Me uses a series of increasingly difficult graphics to help kids with autism develop filtering skills to increase their ability for social interaction. Cam’s Developmental Preschool: This app helps children learn facial recognition, shapes, and fine motor skills. Save $150 on your ticket by using code GBLOG14 at checkout!
The Spriters Resource Understanding and Addressing Parental Concerns over Education Gamification The Following is an Op-Ed by Katheryn Rivas Gamification has had revolutionary repercussions in the realm of education, but some holdouts aren’t convinced of its efficacy. Chief among these holdouts seem to be parents and educators who have a skewed perception of just what gamification means for students. I’d like to address specifically the parents of students who might still be opposed to the idea of gamified learning. To me, it seems like the misconceptions about gamification amount to nothing more than a huge misunderstanding about what exactly it means to “gamify” a lesson or a classroom. For some parents the idea of gamification is simply another extension of the violent/time consuming console and computer games intruding on their child’s growth and development. Games now and then It might seem pretty obvious to most people that there’s a huge difference between educational games designed specifically for the classroom and first person shooters, but some parents don’t see it.
Game Dynamics of Learning: The Gamification of Training and Performance Improvement 8 Mechanics from the Tech Crunch Panel on Social Gaming and Virtual Goods Here are 8 of the game mechanics the panel talked about: 1) Hero Effect Dynamic 2) Status & Ego/Pavolivan Mechanics 3) Social and Community Dynamic. Social layer (comparison via scoring) & participation in something larger [mostly in Facebook & social-mobile games] 4) Farmville Harvest Mechanic 5) Challenge Mechanic 6) Badges & Rewards & virtual goods/currency (progress bars & leveling up) 7) Music (and identity) Dynamic 8] The experience of augmented reality (specific type of mobile games) 9) Leaderboards (I don’t think they actually highlighted this one, but its worht nothing) “7 Ways Games Reward the Brain” is a an interesting TED talk on the topic by Tom Chatfield. Brett Bixler, Instructional Designer at Penn State and Evangelist for their Education Gaming Commons, believes there are 5 ways this applies to learning: 1. Like this: Like Loading...
Gamification Blog Gamification is Here: Build a Winning Plan! Gamasutra - The Art & Business of Making Games The Dangers Of “Gamification” In Education (See my follow-up post, Kathy Sierra On Gamification In Education) I know there has been a fair amount of online discussion going on about using “gamification” in schools, but I haven’t really been keeping on top of it. Today, though, I read an interesting article in the San Francisco Chronicle headlined Jury out on Zamzee, other forms of ‘gamification.’ While gamification is a relatively new concept, the science of human motivation is not. The most basic mistake is thinking that people play games for external rewards like points and badges, whereas in fact people play games because games are intrinsically fun or rewarding. “Actual games and gamification are at complete opposite poles on the motivation continuum,” said Kathy Sierra, a writer and game developer. This isn’t a big problem when rewards and points are applied to rote work, like chores or brushing your teeth. In a subsequent Web search, I found another useful article titled 3 Reasons NOT to Gamify Education.
Content Design Patterns for Game-Based Learning (2155-6849)(2155-6857): Dennis Maciuszek, Sebastian Ladhoff, Alke Martens: Journal Articles Abstract To address the lack of documented best practices in the development of digital educational games, the authors have previously proposed a reference software architecture. One of its components is the rule system specifying learning and gameplay content. It contains quest, player character, non-player character, environment, and item rules. Documented content design patterns can assist in the authoring of such rules. This paper reports on four studies that have collected quest, character, environment, and item design patterns by analysing a variety of media. Article Preview Introduction When computer scientists look at the field of game-based learning, they investigate existing systems, their implementations and software architectures. Figure 1. Educational RPG architecture The main idea is that the in-game character sheet describing the player’s avatar (or player character, short: PC) can act as a learner model, which is the basis for adaptation in Intelligent Tutoring.
Using gamification to expand user participation One of the buzz words going around in marketing circles this year, is gamification. Agencies are touting gamification as a way to increase customer engagement with brands, especially through advertising,mobile sites and mobile apps. But is gamification just a buzz word? Or can it increase customer acquisition and expand user participation? Gamification principles come on the back of Web 2.0. In 2007 When working at Mobile Embrace, I designed a social quiz game to increase user participation with digital content. User Generated Quiz This User Generated Quiz feature allowed members of a mobile digital content site to create their own quiz games, publish them on web and mobile sites and encourage their friends and other members to take the quizzes. Using gamification I grouped the users according to how they participate in a game (participation which also applies to products, brands, sites). Level Of Participation Creators Critics Collectors Joiners (from here they are players) Spectators Quiz
7 Examples: Put Gamification To Work - The BrainYard An increasing number and variety of business applications are integrating game mechanics, or gamification, to improve user engagement, engage new customers, incent employees, build loyalty, and more. 1 of 8 Gamification is the art, and sometimes science, of applying game theory and mechanics in non-game contexts. Gamification has been used in business settings in the past, but users were often playing in a vacuum--or their success at "the game" was only visible to a manager. That's where social networking comes into play (pun intended). The gamification model integrated into social business applications often includes badges showing different levels of achievement, progress bars and meters, points and other rewards that can be earned, loyalty awards, and leader boards. The market for gamification is expected to grow significantly in the next few years. Gartner has identified four principal means of driving engagement using gamification techniques: 1. 2. 3. 4. More Insights