This presentation was delivered at the BIT International Congress in Shenzhen in Chine in April 2015. It examines the impact of gamification and enabling technologies on the future of education practices and the role of teachers working with "Generation Q" students.
Impact of Gamification and Enabling Technologies on Business and Society bit congress shenzhen
1. Impact of Gamification and Enabling
Technologies on Business and Education
BIT Congress Shenzhen April 2015
David Wortley
2. 2
About Me
Electronic and Electrical Engineer
Scholarship Winner
Professional footballer
Management Tutor
Early adopter of technology
Actor
Social Entrepreneur
Founding Director of Serious Games Institute
Fellow of Royal Society of Arts FRSA
Guitar Hero
Advisor to European Union
Conference Speaker
Seeker of Knowledge
4. 4
The Perfect Storm of Opportunity
Urgent Societal Issues
● Health – Obesity, Diabetes etc
● Ageing Society – Dementia and
care costs
● Education – Rejection of traditional
practices
● Environment – Unsustainable
demand for Resources
● Commerce – E-Commerce threat
to traditional Physical retailers on
the High Street
Enabling Technologies
● Lifestyle sensor technologies
● Mobile Applications
● Cloud Computing
● Internet of Things
● Big Data Analytics
● Data Visualisation
● Social Media
Creating synergistic collaborative partnerships across multiple disciplines and
sectors is key to commercialisation of the opportunities
5. 5
Global Challenge – Health
Obesity, Diabetes, Cancer & Cardiovascular Problems
Is Technology the Cause of the Problem or the Solution?
● Sedentary lifestyle
● Convenience foods
● Comfort eating
● Inadequate exercise
● Couch potato syndrome
● Spectator society
8. 8
Global Challenge – Education
Expectations of Generation Q Digital Natives
● Early exposure to
interactive technology
● Engagement in video
games
● Easy access to information
● Rejection of traditional
teaching methods
9. 9
Shifting the Locus of Control
Games (Life)
Mechanics
Uncertainty
AI (Computer)
Mechanics
CertaintyWay to Go?
10. What is Gamification?
Gamification is a process which shapes the world (achieves goals) by
influencing the actions, behaviours, characteristics and states of entities
within the world (through the use of games strategies and mechanics)
28. Big Changes in Society
Traditional Hierarchy Today’s Network
The Networked Society lacks Natural Leadership
and brings individual power without responsibility
35. Gamification and Personal Health
Personal benefits are very visible but what are the
Enabling Technologies?
36. Gamification and Enabling Technologies
Acceptance of Personal Responsibility
Personalisation of Sensor Data provides greater
incentive & control
37. Acceptance of Personal Responsibility
41
Balancing Rights and Responsibilities
in the Digital Society
38. Serious Games and Simulations
Role Playing & Responsibility
43
Floodsim made players responsible for UK Flood Policy
it attracted 140k players and provide education & feedback
39. Gamification and Learning and Development
48
Games Industry techniques for adaptive and personalised
challenges and continuous assessment
42. Conclusions
• Education is in revolution not evolution
• Paradigm shift to self directed peer to peer
learning
• Gamification and games mechanics provide the
challenges needed for our sustainable
development
• Technology has provided the problems but can
also deliver the solutions 51
43. The Goal of Education
Developing Responsible Future Citizens?
52