"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
5. According to Herodotus: the first game - dice (Kingdom of
Lydia)
Facing Famine: Extreme circumstances, extreme solutions
One day they eat, the other they played dice,
forgetting the famine! (Βlissful productivity)
Result? Survival from the famine for 18 years !
The first ever game to influence a civilization!
7. How games entered our
lives?
The decade of games is starting now
because:
- Cultural and technological shifts have led us to a
perfect convergence of reach, relevance and
demand.
-Traditional forms of entertainment (movies,
television... remember books?) are in a rapid
decline. The demand for entertainment shifted to
a more interactive, pervasive form of
entertainment. It's shifting to games.
8.
9. The impact of the games
Epic Meaning
Social Fabric
Blissful
Urgent Optimism Productivity
10. Through games …
Greater insistence
on a problem,
accepting failure Discovering our
and having the real capacity
opportunity to try epic winning.
again.
Positive
feedback
Motives to achieve
something
important, having
inspiration for
cooperation. -Inspiration for
cooperation evolving in
Displaying the best a more collaborative and
version of ourselves. compassionate nature
11. How games affect our lives?
Ιnteractive involvement of the players-Identification
with a character in the game.
Developing solving skills, analytical and estimation skills
and quick decision-making
Abilities of resource - management(time, armor,
people) and testing.
Ability to recognize the types of situations and react
to them with determination.
Channelize one's emotions in a positive way.
Team spirit, leadership and social skills.
12. “When you strip away
the genre differences
and the technological
complexities,
all games share four
defining traits: a goal,
rules, a feedback
system, and voluntary
participation.”
13. Jane McGonigal:
“We have to
start doing the real
world more like a game.”
14.
15. Game Mechanics
Game Mechanics are Game mechanics are
constructs or tactics essentially a
commonly used in collection of tools that
games to encourage measure and report
game play. These are statistics. Those
things like badges, statistics represent
points, leader boards, progress.
levels, challenges,
achievements.
16. The types of game mechanics
Ownership Combos Free
Points Lunch
Reward
Quests Schedules
Infinite
Game play
Countdown
Status
Loss Aversion Progression
Bonuses
Lottery Levels
17. Game Dynamics
…are strategies commonly used in
game design based on psychological
motivations. Game dynamics are fast
becoming a critical currency of
motivation. Their power lies not in
connecting us to our friends, but in
directly influencing our individual
behaviour.
18. There are 4 main game
dynamics:
The The
Appointment Progression
Dynamic Dynamic
Communal Influence and
Discover status
19.
20. GAMIFICATION
Gamification is the application of gaming
concepts to non-game experiences
in order to drive desired behavior from
an audience
-Can be leveraged to drive adoption,
engagement, loyalty, sharing, even sales.
- Accelerates the movement from physical
to online solutions.
24. The cycle of lecture, test and repeat
is not the best way to engage kids.
In fact, it might be the best way to
alienate them.
25. “ There are many lessons
from the world of video
games that we can apply
to education and see
immediate results.”
26.
27. - Games can create a risk-free environment for
learning and discovery. In most games, failure is a
given.
- This is a very effective way for teens to learn.
- Importantly, there is no shame around this type of
failure. It’s simply part of the process of learning
(and, eventually, winning).
- Kids who are not frustrated by failure are less likely to
give up on learning.
28. Good games are designed to make
players want to work hard to achieve
a goal.
29. - Games have many other properties that make
them a perfect vehicle to address our education
problems.
- If we tap into motivational game dynamics like
small achievable goals, desirable rewards,
constant positive feedback and compelling
interactive content, then we can design an
educational experience that speaks to teens!
31. Ananth Pai
- A real-world example of game dynamics being used
well in the classroom.
- The third grade teacher from Minnesota was
disappointed in his classroom’s math scores.
-To improve them, he decided to “gamify” his
classroom with titles like Brain Age on the Nintendo
DS and Flower Power, among others.
32. - Math is a subject that requires grinding for mastery at
every level.
- Pai has successfully used video games and in-class
game mechanics to manage and motivate his
students, improving their math scores by
a significant margin.
33. “Until we have School
Ville or World of 21st Century
Skillcraft, let’s replace
lectures and testing with play
and discovery and begin
fostering a passion for lifelong
learning in all of our
students!”
Ananth Pai
35. The Khan Academy
- The Khan Academy is a not-for-profit organization on
a mission.
- Their goal is changing education for the better by
providing a free world-class education to anyone
anywhere.
- All of the site's materials and resources are available
to anyone completely free of charge.
36.
37. How it works for
students
- Students can make use of our extensive video library,
practice exercises, and assessments from any
computer with access to the web.
38. Coaches, parents, and
teachers
- Have unprecedented visibility into what their
students are learning and doing on the Khan
Academy.
39. A global classroom
- By entering you're joining millions of Khan Academy
students from all over the world who learn at their
own pace every single day.
- You also have the ability read some of the
inspirational stories shared by their global
community and you can share yours as well.
40.
41. The “game” of Khan
Academy
- Learning is fun & students should want to learn.
- Most students steadily lose their natural enthusiasm &
curiosity, as they grow older.
- The education system has a very poorly designed
motivation and incentive system.
• The platform behind the Khan Academy was based
in the concept of badges and other game
mechanics.
43. Main Characteristics
- Most games are fairly non-judgmental.
- You feel good when you progress, regardless of how
old you are or how long it took you.
- Most games give you a sense of immediate success
and progress.
- Most games encourage you to push your own
personal boundaries.
44. What if…
- Instead of threatening to fail a 9th grader who
struggles with fractions we made him feel proud to
actually learn fractions?
- Instead of waiting for the end of the year to get your
grade you accumulated a sense of progress with
every action you did every single day?
- Students were always encouraged to improve
themselves incrementally?
45.
46. Let’s not forget…
- Students should feel good about what
they accomplish every single day.
- They should be encouraged to overcome
their personal challenges.
- When learning once again becomes a personalized
path full of individual triumphs, students will reclaim
their natural enthusiasm and passion for learning.