I found the first
session, “From Gaming to Mastery,” didn’t give me enough information, so I
decided to try another this afternoon. I’m waiting for “Using Gamification to
Increase Student Engagement in Online Courses” to start. The word “gamification”
gives me pause. It’s an ugly, unwieldy word. But, I’ll give the presenter a
chance.
Interesting—the presenter
has just told us that he has not played an online or video game in his life.
Outline of Presentation:
Games verses Gamification
Gamification in online learning
Conceptual Framework
Theoretical Foundation
Gamification in Action
Results
Lessons Learned
Link to TedTalk on Gamification: http://ed.ted.com/on/uk36wtoI
Some interesting stuff
on this video. Most interesting for me was that games allow you to try and fail
and learn from that failure because according to the data she cites, students
learn better by testing than by studying for a test.
Definition of Gamification: Using game-design elements and
game mechanisms in non-game contexts.
Gamification in Online Learning:
Potential to improve user experience and user engagement. “You
provide students the opportunity to become experts.”
“A means of supporting user engagement and enhancing
positive patterns in service usem such as increasing user activity, social interaction
or quality”
Extrinsic and Intrinsic Motivation—use of motivation to
reach psychological and behavioral outcomes.
Theoretical Foundation:
Keller (1983) ARCS (Attention, Relevance, Confidence, Satisfaction)
model of motivation.
Deci and Ryan (Eds.) (1985) Self-Determinization Thoery
(SDT) Cognitive Evaluation Theory (CET) and Organismic Integration Theory (OIT)
Okay, I’ve never heard
of these, but I’ll bet they’re all on Wikipedia
The following slide shows the opening page of a philosophy class that has been organized around the levels of judo, IE white belt, brown belt, etc.
Ted Talk: "How Games Make Kids Smarter." and "Gamification."
I like how she is connecting gaming to holistic assessment versus "one shot" at learning. I had a student write a pretty persuasive paper and give a presentation on how gaming made him a better writer, reader, and learner. Gamification? might be a good way to engage students.
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