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RE-INVENTING AND ENHANCING EDUCATION
THOUGH TECHNOLOGY & GAMIFICATION
NIKOLA DIMITROV
Conceived during industrial revolution

Works like a factory
Focuses on mathematics, physics and theoretical topics

What about arts, sports and fun?
What about creativity?
“We don’t grow into creativity, we
grow out of it. Or rather, we get
educated out of it.”
Sir Ken Robinson
Consequences…
• Epidemic of Attention Deficit Disorder

• Lack of engagement
• Low motivation to study

• Low motivation to succeed
• Poor overall performance

• Dropouts
Is it the students fault???
Computers
Commercials
TV

Smartphones
Radio

Social media
Technological impact on education
• Control over knowledge and information

• Student centered vs. Lecturer centered classes
• Collaboration and peer-to-peer education

• Self passed learning
• Anytime/Anyplace learning

• Emergence of Online and/or mobile education
What do we do?
Blame parents
Blame media
Punish them
Kick them out of class
Give them drugs to focus
Current Challenges
1) Education techniques and Education Tools

2) Examination & Progress monitoring
3) Demotivating marking scheme

4) The role of the lecturer and shifting control
towards students
Gamification

“The process of game-thinking and game
mechanics to engage users and solve problems”
(Zickermann, Gamification by design 2011).
Player types
Killers – 1%
Focus on wining, ranks and peer-to-peer competition
Engaged by leaderboards and ranks

Explorers – 10%
Focus on explorations and discovery of new worlds
Engaged by obfuscated achievements

Achievers – 10%
Focus on attaining status and achieving goals
Engaged by goals, achievements and obstacles

Socializers – 80%
Focus on socializing, network creation and contact lists
Engaged by news feeds, friend lists and chatting
Mastery level
Novice

Problem solvers
Experts
Masters
Visionaries
Game
mechanics

Human
Desires

Points
Levels
Leaderboards
Badges
Onboarding techniques
Challenges and Quests
Customization

Rewards
Status
Achievement
Self Expression
Competition
Altruism
Technology & Gamification
in Industry
SAP Road warrior sales training

Frequent Flyer Programs

CBA: Investorville.om

Fuel/Gas/Shopping Cards

Samsung Nation

Credit Cards (cash back)

Redcritter (Agile management)

Coupons (Groupon, Grabo.bg)

Nike Plus

Linkedin

Penny auction sites

Foursquare

Mint.com

Farmville
Technology & Gamification
in Education
Microsoft “Just press play”
Open Study
Khan Academy
Udemy.com
Coursera.org
Udacity.com
Edublogs.org
Lynda.com

Bulgaria:
Edukami.com
Entertraining
Current goals
•
•
•
•

Use Gamification in the courses we teach
Prove that Gamification works
Motivate and engage students
Inspire students, lecturers and people from
the business
• Creation of an educational framework and
designing a platform that can be used from
K-12 to higher education.
Expected benefits

• Motivate student to learn
• Create a sense of progression and belonging
• Improve average grade level and submission rates
• Increase employment opportunities for students
• Increase student attrition and retention levels
• Create positive awareness of university and increase
revenue
Feasibility
• The idea can easily be applied and tested
in a single course
Issues and challenges
• Management of student point and
progression without a automated software
will be time consuming
• Focus on play rather than learning should
be monitored and controlled
Implementation Framework
• All lectures are to be pre-recorded so that students can learn
at their own pace and repeat what they have not understood
(Online and mobile platforms will be used)
• Students shall not be penalized for failure but encouraged to
master theoretical concepts and practical exercises

• Gamification techniques will be implemented and student
status tracked manually (due to lack of current system)
• Students will have individual as well as team goals and
achievements
• Usage of skill points will be introduced for leaderboards, level
progression, activity unlocking and rewards
Future steps…
• Innovate a course with Gamification
• Create a framework for a Bachelors and
Masters program
• Introduce a framework to Ministry of
education to reform education via technology
and Gamification
• Introduce and apply Gamification in Bulgarian
enterprises
Thank you 

nikdimitrov@city.academic.gr

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Re-inventing education through technology and gamification

  • 1. RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION NIKOLA DIMITROV
  • 2. Conceived during industrial revolution Works like a factory Focuses on mathematics, physics and theoretical topics What about arts, sports and fun? What about creativity?
  • 3. “We don’t grow into creativity, we grow out of it. Or rather, we get educated out of it.” Sir Ken Robinson
  • 4. Consequences… • Epidemic of Attention Deficit Disorder • Lack of engagement • Low motivation to study • Low motivation to succeed • Poor overall performance • Dropouts
  • 5. Is it the students fault??? Computers Commercials TV Smartphones Radio Social media
  • 6. Technological impact on education • Control over knowledge and information • Student centered vs. Lecturer centered classes • Collaboration and peer-to-peer education • Self passed learning • Anytime/Anyplace learning • Emergence of Online and/or mobile education
  • 7. What do we do? Blame parents Blame media Punish them Kick them out of class Give them drugs to focus
  • 8. Current Challenges 1) Education techniques and Education Tools 2) Examination & Progress monitoring 3) Demotivating marking scheme 4) The role of the lecturer and shifting control towards students
  • 9. Gamification “The process of game-thinking and game mechanics to engage users and solve problems” (Zickermann, Gamification by design 2011).
  • 10. Player types Killers – 1% Focus on wining, ranks and peer-to-peer competition Engaged by leaderboards and ranks Explorers – 10% Focus on explorations and discovery of new worlds Engaged by obfuscated achievements Achievers – 10% Focus on attaining status and achieving goals Engaged by goals, achievements and obstacles Socializers – 80% Focus on socializing, network creation and contact lists Engaged by news feeds, friend lists and chatting
  • 12. Game mechanics Human Desires Points Levels Leaderboards Badges Onboarding techniques Challenges and Quests Customization Rewards Status Achievement Self Expression Competition Altruism
  • 13. Technology & Gamification in Industry SAP Road warrior sales training Frequent Flyer Programs CBA: Investorville.om Fuel/Gas/Shopping Cards Samsung Nation Credit Cards (cash back) Redcritter (Agile management) Coupons (Groupon, Grabo.bg) Nike Plus Linkedin Penny auction sites Foursquare Mint.com Farmville
  • 14. Technology & Gamification in Education Microsoft “Just press play” Open Study Khan Academy Udemy.com Coursera.org Udacity.com Edublogs.org Lynda.com Bulgaria: Edukami.com Entertraining
  • 15. Current goals • • • • Use Gamification in the courses we teach Prove that Gamification works Motivate and engage students Inspire students, lecturers and people from the business • Creation of an educational framework and designing a platform that can be used from K-12 to higher education.
  • 16. Expected benefits • Motivate student to learn • Create a sense of progression and belonging • Improve average grade level and submission rates • Increase employment opportunities for students • Increase student attrition and retention levels • Create positive awareness of university and increase revenue
  • 17. Feasibility • The idea can easily be applied and tested in a single course Issues and challenges • Management of student point and progression without a automated software will be time consuming • Focus on play rather than learning should be monitored and controlled
  • 18. Implementation Framework • All lectures are to be pre-recorded so that students can learn at their own pace and repeat what they have not understood (Online and mobile platforms will be used) • Students shall not be penalized for failure but encouraged to master theoretical concepts and practical exercises • Gamification techniques will be implemented and student status tracked manually (due to lack of current system) • Students will have individual as well as team goals and achievements • Usage of skill points will be introduced for leaderboards, level progression, activity unlocking and rewards
  • 19. Future steps… • Innovate a course with Gamification • Create a framework for a Bachelors and Masters program • Introduce a framework to Ministry of education to reform education via technology and Gamification • Introduce and apply Gamification in Bulgarian enterprises

Notas del editor

  1. Today I want to talk to you about education.Current education model was conceived during the enlightenment and industrial revolution (18th-19th century) but we are currently living in the 21st.Educational institutions (primary to university) work like factories… Students go in in batches based on their age and once finished they get a date of production. There is even a product catalogue better known as the students yearbook. Focus is mainly on heavy academic, theoretical subjects with neglect to arts, sports or anything that could be called creative.
  2. As Sir Ken Robinsons mentioned in his Ted Talk…
  3. The consequences of this are surfacing and we are constantly challenged by things like:ADHDLack of engagementLow motivation to study or succeed in lifePoor performance and inability to adapt to economic changeDropouts
  4. What we are forgetting is that students are constantly bombarded by information and being distracted by…
  5. And lets point out what impact technology has had on education.But instead of embracing these changes and adapting our learning techniques and our programs, what do we usually do?
  6. That’s right… We continue in our old manner and blame parents the media. We punish them and kick them out of class…
  7. My research has shown that we are currently facing 4 major challenges. New tools have been introduced but tools are soulless and it is up to the lecturers to apply them and engage students.Examinations are becoming more and more standardized and demotivatingProgress monitoring and marking schemes are also not working. In many cases there is no transparency and marking schemes are focused on punishing students for failing rather then rewarding them for trying. You don’t believe me… then why do we mark from 100 and down rather than from 0 and up…Finally the role of the lecturers is shifting as they are loosing control over the flow of information. In the past only academics had access to information but now information is everywhere. Technology can help in all these aspects but there is a new term that seems to be able to tackle these challenges much better without the necessary usage of technology.
  8. That’s Gamification…. Or the process of applying game-thinking and concepts to engage users and solve problems. So lets dig into game theories and concepts.
  9. First of all lets identify what type of players there exist. KillersExplorersAchieversSocializersIn fact most of us have more than one of these types.
  10. Another technique that can be adapted from games is the mastery level.