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Gamification of Learning
Presented by Ashley Anderson
The Problem with Traditional
Learning
• Skills and concepts are abstracted from their
context
• Education is more of an information distribution
channel rather than a learning experience
• not enough engagement and motivation
• not enough feedback
Game Traditional Learning
Tasks repetitive, but fun repetitive and dull
Feedback constantly
after each activity/test
has been graded
Failure expected, not too scary forbidden
Status of Users transparent hidden
Collaboration yes yes
What is Gamification?
• use of game design elements in non-game
contexts
!
• improves user experience, engagement, and
motivation in non-game settings
!
• learning culture that aligns more closely to
student’s habits and interests
How Gamification Can
Improve Learning
• Concepts are better retained and behaviors changed
when the learner is engaged in the new information
• allows learners to understand the context in which to
apply skills
• allows learners to take chances in a less threatening
setting
• learners can change their behavior based on
feedback
Gamification Elements
Gamification Elements
• collecting points
• reaching levels
• own pace
(Saunderson, 2011)
• storytelling (Kiili, 2005)
• freedom to fail (Kapp,
2012)
• goal focused
(Saunderson, 2011)
• obtaining feedback
(Saunderson, 2011)
Quest to Learn (Q2L)
Is gamified learning more
effective than traditional learning?
Participants: 40 people interested in learning Japanese
btw. ages 20-25
IV: learning tool (Rosetta Stone vs. Rosetta Stone Gamified)
DV: test scores
satisfaction level with the learning the tool
Statistical Test: independent variables t-test
Kapp, K. M. (2012). Games, Gamification, and the Quest for Learner Engagement. T
+D, 66(6), 64–68. Retrieved fromhttp://libaccess.sjlibrary.org/login?url=http://
search.ebscohost.com/login.aspx?direct=true&db=bah&AN=76133904&site=ehost-
live
!
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model.
The Internet and Higher Education, 8(1), 13–24. doi:10.1016/j.iheduc.2004.12.001
Saunderson, R. (2011). Making Learning Fun. Training, 48(6), 70–71. Retrieved
fromhttp://search.proquest.com.libaccess.sjlibrary.org/docview/916626454/
abstract?accountid=10361
Cohen, A. M. (2011). The Gamification of Education. Futurist, 45(5), 16–17.
Retrieved from http://libaccess.sjlibrary.org/login?url=http://search.ebscohost.com/
login.aspx?direct=true&db=mth&AN=64928995&site=ehost-live
!
Deterding, S. (2012). Gamification: designing for motivation. interactions,19(4), 14.
doi:10.1145/2212877.2212883
References

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Game based learning presentation

  • 2. The Problem with Traditional Learning • Skills and concepts are abstracted from their context • Education is more of an information distribution channel rather than a learning experience • not enough engagement and motivation • not enough feedback
  • 3. Game Traditional Learning Tasks repetitive, but fun repetitive and dull Feedback constantly after each activity/test has been graded Failure expected, not too scary forbidden Status of Users transparent hidden Collaboration yes yes
  • 4. What is Gamification? • use of game design elements in non-game contexts ! • improves user experience, engagement, and motivation in non-game settings ! • learning culture that aligns more closely to student’s habits and interests
  • 5.
  • 6. How Gamification Can Improve Learning • Concepts are better retained and behaviors changed when the learner is engaged in the new information • allows learners to understand the context in which to apply skills • allows learners to take chances in a less threatening setting • learners can change their behavior based on feedback
  • 8. Gamification Elements • collecting points • reaching levels • own pace (Saunderson, 2011) • storytelling (Kiili, 2005) • freedom to fail (Kapp, 2012) • goal focused (Saunderson, 2011) • obtaining feedback (Saunderson, 2011)
  • 10. Is gamified learning more effective than traditional learning? Participants: 40 people interested in learning Japanese btw. ages 20-25 IV: learning tool (Rosetta Stone vs. Rosetta Stone Gamified) DV: test scores satisfaction level with the learning the tool Statistical Test: independent variables t-test
  • 11.
  • 12. Kapp, K. M. (2012). Games, Gamification, and the Quest for Learner Engagement. T +D, 66(6), 64–68. Retrieved fromhttp://libaccess.sjlibrary.org/login?url=http:// search.ebscohost.com/login.aspx?direct=true&db=bah&AN=76133904&site=ehost- live ! Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education, 8(1), 13–24. doi:10.1016/j.iheduc.2004.12.001 Saunderson, R. (2011). Making Learning Fun. Training, 48(6), 70–71. Retrieved fromhttp://search.proquest.com.libaccess.sjlibrary.org/docview/916626454/ abstract?accountid=10361 Cohen, A. M. (2011). The Gamification of Education. Futurist, 45(5), 16–17. Retrieved from http://libaccess.sjlibrary.org/login?url=http://search.ebscohost.com/ login.aspx?direct=true&db=mth&AN=64928995&site=ehost-live ! Deterding, S. (2012). Gamification: designing for motivation. interactions,19(4), 14. doi:10.1145/2212877.2212883 References