Se ha denunciado esta presentación.
Se está descargando tu SlideShare. ×

Gamification:the new key to success.How gamification is applied in education.

Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Anuncio
Próximo SlideShare
State of Serious Games
State of Serious Games
Cargando en…3
×

Eche un vistazo a continuación

1 de 49 Anuncio

Gamification:the new key to success.How gamification is applied in education.

Descargar para leer sin conexión

"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.

"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.

Anuncio
Anuncio

Más Contenido Relacionado

Presentaciones para usted (20)

Similares a Gamification:the new key to success.How gamification is applied in education. (20)

Anuncio

Más reciente (20)

Anuncio

Gamification:the new key to success.How gamification is applied in education.

  1. 1. PANTEION UNIVERSITY
  2. 2. Department of communication media and culture Marketing and public relations lab Social Media and Entrepreneurship
  3. 3. Gamification
  4. 4. According to Herodotus: the first game - dice (Kingdom of Lydia) Facing Famine: Extreme circumstances, extreme solutions  One day they eat, the other they played dice, forgetting the famine! (Βlissful productivity) Result? Survival from the famine for 18 years !  The first ever game to influence a civilization!
  5. 5. Ancient dices Playing “dices”
  6. 6. How games entered our lives? The decade of games is starting now because: - Cultural and technological shifts have led us to a perfect convergence of reach, relevance and demand. -Traditional forms of entertainment (movies, television... remember books?) are in a rapid decline. The demand for entertainment shifted to a more interactive, pervasive form of entertainment. It's shifting to games.
  7. 7. The impact of the games Epic Meaning Social Fabric Blissful Urgent Optimism Productivity
  8. 8. Through games … Greater insistence on a problem, accepting failure Discovering our and having the real capacity opportunity to try epic winning. again. Positive feedback Motives to achieve something important, having inspiration for cooperation. -Inspiration for cooperation evolving in Displaying the best a more collaborative and version of ourselves. compassionate nature
  9. 9. How games affect our lives? Ιnteractive involvement of the players-Identification with a character in the game. Developing solving skills, analytical and estimation skills and quick decision-making  Abilities of resource - management(time, armor, people) and testing.  Ability to recognize the types of situations and react to them with determination.  Channelize one's emotions in a positive way.  Team spirit, leadership and social skills.
  10. 10. “When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation.”
  11. 11. Jane McGonigal: “We have to start doing the real world more like a game.”
  12. 12. Game Mechanics Game Mechanics are Game mechanics are constructs or tactics essentially a commonly used in collection of tools that games to encourage measure and report game play. These are statistics. Those things like badges, statistics represent points, leader boards, progress. levels, challenges, achievements.
  13. 13. The types of game mechanics Ownership Combos Free Points Lunch Reward Quests Schedules Infinite Game play Countdown Status Loss Aversion Progression Bonuses Lottery Levels
  14. 14. Game Dynamics …are strategies commonly used in game design based on psychological motivations. Game dynamics are fast becoming a critical currency of motivation. Their power lies not in connecting us to our friends, but in directly influencing our individual behaviour.
  15. 15. There are 4 main game dynamics: The The Appointment Progression Dynamic Dynamic Communal Influence and Discover status
  16. 16. GAMIFICATION Gamification is the application of gaming concepts to non-game experiences in order to drive desired behavior from an audience -Can be leveraged to drive adoption, engagement, loyalty, sharing, even sales. - Accelerates the movement from physical to online solutions.
  17. 17. Learning through playing games!
  18. 18. The cycle of lecture, test and repeat is not the best way to engage kids. In fact, it might be the best way to alienate them.
  19. 19. “ There are many lessons from the world of video games that we can apply to education and see immediate results.”
  20. 20. - Games can create a risk-free environment for learning and discovery. In most games, failure is a given. - This is a very effective way for teens to learn. - Importantly, there is no shame around this type of failure. It’s simply part of the process of learning (and, eventually, winning). - Kids who are not frustrated by failure are less likely to give up on learning.
  21. 21. Good games are designed to make players want to work hard to achieve a goal.
  22. 22. - Games have many other properties that make them a perfect vehicle to address our education problems. - If we tap into motivational game dynamics like small achievable goals, desirable rewards, constant positive feedback and compelling interactive content, then we can design an educational experience that speaks to teens!
  23. 23. Turning theory into reality!
  24. 24. Ananth Pai - A real-world example of game dynamics being used well in the classroom. - The third grade teacher from Minnesota was disappointed in his classroom’s math scores. -To improve them, he decided to “gamify” his classroom with titles like Brain Age on the Nintendo DS and Flower Power, among others.
  25. 25. - Math is a subject that requires grinding for mastery at every level. - Pai has successfully used video games and in-class game mechanics to manage and motivate his students, improving their math scores by a significant margin.
  26. 26. “Until we have School Ville or World of 21st Century Skillcraft, let’s replace lectures and testing with play and discovery and begin fostering a passion for lifelong learning in all of our students!” Ananth Pai
  27. 27. Salman Khan, creator of Khan Academy
  28. 28. The Khan Academy - The Khan Academy is a not-for-profit organization on a mission. - Their goal is changing education for the better by providing a free world-class education to anyone anywhere. - All of the site's materials and resources are available to anyone completely free of charge.
  29. 29. How it works for students - Students can make use of our extensive video library, practice exercises, and assessments from any computer with access to the web.
  30. 30. Coaches, parents, and teachers - Have unprecedented visibility into what their students are learning and doing on the Khan Academy.
  31. 31. A global classroom - By entering you're joining millions of Khan Academy students from all over the world who learn at their own pace every single day. - You also have the ability read some of the inspirational stories shared by their global community and you can share yours as well.
  32. 32. The “game” of Khan Academy - Learning is fun & students should want to learn. - Most students steadily lose their natural enthusiasm & curiosity, as they grow older. - The education system has a very poorly designed motivation and incentive system. • The platform behind the Khan Academy was based in the concept of badges and other game mechanics.
  33. 33. Khan Academy Dashboard
  34. 34. Main Characteristics - Most games are fairly non-judgmental. - You feel good when you progress, regardless of how old you are or how long it took you. - Most games give you a sense of immediate success and progress. - Most games encourage you to push your own personal boundaries.
  35. 35. What if… - Instead of threatening to fail a 9th grader who struggles with fractions we made him feel proud to actually learn fractions? - Instead of waiting for the end of the year to get your grade you accumulated a sense of progress with every action you did every single day? - Students were always encouraged to improve themselves incrementally?
  36. 36. Let’s not forget… - Students should feel good about what they accomplish every single day. - They should be encouraged to overcome their personal challenges. - When learning once again becomes a personalized path full of individual triumphs, students will reclaim their natural enthusiasm and passion for learning.
  37. 37. Ιζμπιστσιούκ Ντορίνα @DorinaIzbisciuc Μαυρουδή Ελευθερία @eliaki_m Ξυπόλιτος Νίκος @nikosxypolitos Στολάκη Ντιάνα Μαρία @mariastol Τσέλιος Νίκος @nikostselios
  38. 38. Διδάσκοντες Γιαννακέας Γιώργος Δοξαράς Ιωάννης Νεκτάριος Συλιγαρδάκης Λήδα Τσενέ- συντονίστρια Μπέτυ Τσαγκαρέστου υπεύθυνη εργαστηρίου

×