Gamification involves using game mechanics and elements to engage users and improve motivation. It can be applied to education through things like achievements, levels, status, and competitive elements to make learning more participative and fun. While not proven yet to improve outcomes, gamification aligns with how many people already learn and engage with media. It shows potential for the future of active learning.
4. Hi, I’m Ross Anderson
College Lecturer. Hull College
Been playing computer games for over 20 years
5. Last year Games made up over 40% of the
Entertainment market sales - £1.9bn
Top 10 titles included Call of Duty, Fifa 12, Dance 3
and Zumba Fitness.
33 million estimated UK gamers aged 8-65
Games found to be twice as engaging than other
media
72% Play socially
6.
7.
8. Gamification is: the
process of using game
thinking and mechanics to
engage users
16. Themed – CSI Day for Science
based subjects.
Active – Role-play with a
current theme. The Big Quest!
Stimulation – Use games
consoles linked to learning.
Competitive – Use status and
badges to level up.
17.
18. SUMMARY
Gamification exists!
We probably do it already
but now it has a name.
It’s fun and engaging – its
participative.
It’s not proven…..but can
be!
20. References
• Kohn, A. (2002) Punished by rewards; the trouble with gold stars and
incentive plans. Boston. Houghton Muffin.
• Ladley, P (2011). Gamification, Education and Behavioural Economics.
[WWW] www.games-ed.co.uk (Sept 2011)
• Lee, J.J, Hammer, J. (2011). Gamification in Education; What, How, Why
Bother? Academic Quarterly, 15(2).
• Gladwell, M. (2008) Outliners: The Story of Success. New York. Little,
Brown & Company
Notas do Editor
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Tim Berners-Lee / Mario\n
Jonathon Ive / Sonic\n
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Internet Advertsing Beurea IAB Games Steering Group Study 2011\n\nCall of Duty made £83 million in the first week of sales in the uk alone.\n
Gamification exists all around us for a purpose. Engagement, Loyalty, Revenue.\n\nIt’s being used as a tool to generate business.\n
Over 30 million people play Farmville – That’s the total sales of the PC versions of Sims 1, 2, 3 combined! And its free(ish)\nOver 35 Million play Draw Something\nClub card discounts and offer\nIn fact games like WOW have the 2nd biggest wiki on the internet.\nCoke, Pepsi, \n
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Call of Duty tags\n
Computer games offer much more than just fun.\n\nFeedback cycles are rapid and rewarding\n\nThey provide platforms to socialise and compete against others\n\nSo called social games are competitive.\n
Richard Bartlte Gamer Types (1996)\n\nLearning Styles?\n
10,000 hours to be perfect at something. – Malcolm Gladwell\n\n10, 000 hours of games by 21 years – 500 million gamers today Jane Mcgonigal\n\n10,000 of teaching at schools\n\nTurning that drive into something positive in the real world.\n\nGames make things more accessible to people. i.e Guitar Hero, Call of Duty, Racing.\n\n\n\nHowever…….\n
Call of Duty made £83 million in the first week of sales in the uk alone.\n
Intrinsic – Because we want to learn/play – Humanism? Self Directed?\nExtrinsic – Because we want the reward – Behaviourism? FREE!!!!\n\nInterestingly research suggests girls like playing for fun and boys play for the game and experince.\n
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Themes offer real meaning and can also create this ‘Epic Meaning’\nActive offers roles and ownerships\nStimulate rewarded by efforts\nCompete provides status and recognition\n
Foursquare – Checking in games\nZynga Games\nEbay\nGroupon\nGamification of Health – Wii Dance/Sports, Kinect.\nShoping and earning rewards – points etc\nGamification of work – Apprentice!\n
Small number of studies that are showing increase in grades\n\nLecturers in America who have seen a rise of grades by 1 above from a gamified classroom.\n\nMy personal experience is it makes my learners happier and more challenged and they see more benefit from the short term goals.\n