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Gamification
Impact on student engagement and performance in post-secondary students
Today's classrooms are filled
with pedagogy that is "stale,
bland, and almost entirely stuff
from the past"
Prensky, 2005, p. 62
Today's Students...
So the real mystery is.... how do
we engage today's learners in
boring classrooms of the past ?
“They won’t put down their
smartphones!! How can
we compete with their
technology rich lives for
their attention to our
material?”
To learn the answer to our
question, we must first learn
more about our students…
So I knew someone on campus
would know about our
students… I sat down at my
computer to compose an email
to Gordon Ellis…
It didn’t take
long… and I
had new mail…
Percentage of Canadians Playing Video
Games
90%
59%
0%
20%
40%
60%
80%
100%
6-17 18 - 34
Percentage
Percentage of Canadians Playing Video Games
Our Students are
Playing Video
Games
Entertainment Software Association of Canada, 2013
Time Spent Playing Video Games
 According to the 2010
Health Behaviour Survey
conducted by the World
Health Organization,
Canadian children age
10 – 16 years are
spending an average of
1 hour and 51 minutes
each day playing video
games.
Active Healthy Kids, 2014
Canadian Video Game Players by Sex
Male
54%
Female
46%
Male
53%
Female
47%
Economic Modeling Specialists Intl., 2014Entertainment Software Association of Canada, 2013
These are all
interesting facts,
but I figured I
needed some first
hand information
so I took a walk
through the
college to see
what students
were really up
to…
Well they say… if you can’t beat
them… join them. Can we really
use games in classrooms to
teach?
Games in Education
Video game and serious game research tells us that:
 Are effective in promoting learning (Annetta, Minogue, Holmes & Cheng, 2009;
Barab, Thomas, Dodge, Carteaux & Tuzun, 2005; de Frietas, 2006; Ke, 2009; Liu et
al., 2014; Moreno, 2012; Papastergiou, 2009)
 Should be motivating and provide encouragement through very short-term goals
 Should allow for failure with opportunities to try again until students succeed
(O’Donnell, Gain & Marais; 2013)
I knew that I couldn’t tell the professor
that the solution was for him to use
video games in the classroom… he
would never buy into that… there had
to be a way…
Video games in our classrooms….
They take too
long to play…
How does
World of
Warcraft relate
to my content?
I don’t have
time to find
video games
that work…
I don’t know how
to make video
games…
Gamification
Gamification involves incorporating elements of games into a
non-game context such as a classroom to increase user
experience and engagement.
Gamification
Typically, these game elements include items such as:
 Points
 Leaderboards
 Badges
Game elements can also include:
 Avatars
 3D environments
 Immediate Feedback
 Ranks
 Levels
Ga
http://www.yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.VGEVp8klp2p
Gamification has
been used in a
variety of settings
including
healthcare,
business,
education and
productivity.
How will you use Gamification in your next project?
Need help, contact me for assistance.
Meaghan Lister Consulting
https://mlisterconsulting.wordpress.com/

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Gamification: Impact on Student Engagement and Performance in Post-Secondary Students

  • 1. Gamification Impact on student engagement and performance in post-secondary students
  • 2. Today's classrooms are filled with pedagogy that is "stale, bland, and almost entirely stuff from the past" Prensky, 2005, p. 62
  • 3. Today's Students... So the real mystery is.... how do we engage today's learners in boring classrooms of the past ?
  • 4. “They won’t put down their smartphones!! How can we compete with their technology rich lives for their attention to our material?”
  • 5. To learn the answer to our question, we must first learn more about our students… So I knew someone on campus would know about our students… I sat down at my computer to compose an email to Gordon Ellis…
  • 6. It didn’t take long… and I had new mail…
  • 7. Percentage of Canadians Playing Video Games 90% 59% 0% 20% 40% 60% 80% 100% 6-17 18 - 34 Percentage Percentage of Canadians Playing Video Games Our Students are Playing Video Games Entertainment Software Association of Canada, 2013
  • 8. Time Spent Playing Video Games  According to the 2010 Health Behaviour Survey conducted by the World Health Organization, Canadian children age 10 – 16 years are spending an average of 1 hour and 51 minutes each day playing video games. Active Healthy Kids, 2014
  • 9. Canadian Video Game Players by Sex Male 54% Female 46% Male 53% Female 47% Economic Modeling Specialists Intl., 2014Entertainment Software Association of Canada, 2013
  • 10. These are all interesting facts, but I figured I needed some first hand information so I took a walk through the college to see what students were really up to…
  • 11. Well they say… if you can’t beat them… join them. Can we really use games in classrooms to teach?
  • 12. Games in Education Video game and serious game research tells us that:  Are effective in promoting learning (Annetta, Minogue, Holmes & Cheng, 2009; Barab, Thomas, Dodge, Carteaux & Tuzun, 2005; de Frietas, 2006; Ke, 2009; Liu et al., 2014; Moreno, 2012; Papastergiou, 2009)  Should be motivating and provide encouragement through very short-term goals  Should allow for failure with opportunities to try again until students succeed (O’Donnell, Gain & Marais; 2013)
  • 13. I knew that I couldn’t tell the professor that the solution was for him to use video games in the classroom… he would never buy into that… there had to be a way…
  • 14. Video games in our classrooms…. They take too long to play… How does World of Warcraft relate to my content? I don’t have time to find video games that work… I don’t know how to make video games…
  • 15. Gamification Gamification involves incorporating elements of games into a non-game context such as a classroom to increase user experience and engagement.
  • 16. Gamification Typically, these game elements include items such as:  Points  Leaderboards  Badges Game elements can also include:  Avatars  3D environments  Immediate Feedback  Ranks  Levels
  • 17. Ga http://www.yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.VGEVp8klp2p Gamification has been used in a variety of settings including healthcare, business, education and productivity.
  • 18. How will you use Gamification in your next project? Need help, contact me for assistance. Meaghan Lister Consulting https://mlisterconsulting.wordpress.com/

Notas do Editor

  1. Today's students are technology savvy and enthusiastic consumers of technology.  They come to our classrooms expecting to be entertained and engaged.
  2. Students are playing video games. 59% of 18 - 34 year-olds report having played a computer game within the last four weeks Average age of Canadian video game player is 31 years These statistics are consistent with statistics for community colleges.  The average age of Atlantic Canada Community College students is age 30 (Economic Modeling Specialists Intl., 2014), and the distribution by sex of video game players is also similar to that of college campuses.
  3. Video games are played by both males (54%) and females (46%)
  4. When you think of incorporating video games into your classroom, there are many barriers that come to mind.
  5. Gamification has been used in a variety of settings including healthcare, business, education, and productivity. For example:  Kahn Academy rewards users for watching videos and solving math problems with points and badges. Fitocracy uses gamification to motivate users to be more physically active.