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Gamification of Remote Access Labs
for Communication and Collaboration
Dr Lindy (McKeown)Orwin, University of Southern Queensland
This project is supported through the
Australian Government's Collaborative Research Networks (CRN) program.
Imagine
a
Where you’re
given a
in which you
create an
experiment
Then you
connect it to
the Internet
So that other kids
across the country or
the world can use it!
And when you
need help, you can
ask a whole guild
full of people!
That’s
RALfie
Remote Access Labs
for Fun, Innovation and Education
To the users…
RALfie will be a fun, challenging game
with engaging and stimulating quests
that involve both making and using real experiments.
It will be a ‘Maker Space’ with plans and guides;
yet it will also allow the choice and freedom to explore and invent.
It will have game-style guilds that provide a community
where young people can safely tap into the expertise of their peers
and experts as well as share their own knowledge
through forums, videos and photo galleries.
The guilds will also provide access to authenticated adult expertise in a
range of science and technology fields.
Users will showcase their achievements through game-style systems
involving badges and awards.
To the users…
To teachers and parents…
RALfie will provide an Internet-based, digital classroom
in the form of a highly engaging, game-based, learning environment
with custom-made quests
that motivate young learners to delve into the built and natural world
to create experiments and share them with others.
Children and youth will be able to use RALfie to engage in formal and informal learning at school and at
home.
A constantly growing library of plans and guides will support the young makers of experiments which
could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple
sensors.
When a teacher or parent is unable to help, children will be able to access just-in-time assistance
through guilds where learners can safely tap into a wide community of experts and enthusiasts of all
ages.
The RALfie Project will also assist to build the digital confidence and technology literacy of youth that
goes beyond merely accessing Wikipedia and social media.
By learning how to interface experiments to the Internet, learners will develop deeper technical skills
and understanding meeting the requirements of the new national Technology curriculum.
To teachers and parents…
Behind the scenes…
RALfie will be a scalable, technical and communication environment
that:
• authenticates users
• delivers content
• interfaces physical world experiments with remotely located users
via the Internet
• houses a repository for plans and guides
• provides communication between makers, users and enthusiasts
• provides scheduling of experiments
• interfaces with the game and achievement systems
Design challenges, perplexing social and environmental problems, and
engaging narratives will provide contexts to the quests and stimulate
intrinsic motivation.
A system of customisable badges, awards and achievements will
provide extrinsic motivation.
Behind the scenes…
Gamification of Remote Access Labs
for Communication and Collaboration
Where…
meets…
in a…
that’s a self-organizing… c-
RALfie as an environment for learning
RALfie as a culture for learning
What we create
RALfie as an environment for learning
RALfie as a culture for learning
Maker: An Epic Classroom Flip
Some challenges facing STEM education
More STEM
graduates needed to
meet demand in
Australia.
Little collaboration &
communication between
students using existing
online experiments. To use RAL,
teachers need
Technical Knowledge;
Pedagogical Knowledge;
and
Content Knowledge.
The pathway ends
for many by the end
of primary school.
No standard technical
solution suitable for RAL. TPACK
What’s missing from RAL?
Communication and Collaboration
Some challenges facing STEM education
More STEM
graduates needed to
meet demand in
Australia.
Little collaboration &
communication between
students using existing
online experiments. To use RAL,
teachers need
Technical Knowledge;
Pedagogical Knowledge;
and
Content Knowledge.
The pathway ends
for many by the end
of primary school.
No standard technical
solution suitable for RAL. TPACK
Source: Gamification MOOC
Engagement through play
and playing together
Games can be all kinds of Fun
Werbach
1. Winning
2. Problem solving
3. Exploring
4. Team work
5. Recognition (by others)
6. Triumphing
7. Collecting
8. Surprize
9. Imagination
10. Sharing (altruism)
11. Role playing
12. Customization
13. Chilling
14. Goofing off
LeBlanc 8 Kinds of Fun
1. Sensation -Game as sense-pleasure
2. Fantasy - Game as make-believe
3. Narrative - Game as unfolding story
4. Challenge - Game as obstacle course
5. Fellowship - Game as social framework
6. Discovery - Game as uncharted territory
7. Expression - Game as soap box
8. Submission - Game as mindless pastime
Lazzaro’s 4 Keys
1. Easy fun
2. Hard Fun
3. People Fun
4. Serious Fun
Targeting collaboration…
Werbach
1. Winning
2. Problem solving
3. Exploring
4. Team work
5. Recognition (by others)
6. Triumphing
7. Collecting
8. Surprize
9. Imagination
10. Sharing (altruism)
11. Role playing
12. Customization
13. Chilling
14. Goofing off
LeBlanc 8 Kinds of Fun
1. Sensation -Game as sense-pleasure
2. Fantasy - Game as make-believe
3. Narrative - Game as unfolding story
4. Challenge - Game as obstacle course
5. Fellowship - Game as social framework
6. Discovery - Game as uncharted territory
7. Expression - Game as soap box
8. Submission - Game as mindless pastime
Lazzaro’s 4 Keys
1. Easy fun
2. Hard Fun
3. People Fun
4. Serious Fun
Targeting Challenge & Discovery…
Werbach
1. Winning
2. Problem solving
3. Exploring
4. Team work
5. Recognition (by others)
6. Triumphing
7. Collecting
8. Surprize
9. Imagination
10. Sharing (altruism)
11. Role playing
12. Customization
13. Chilling
14. Goofing off
LeBlanc 8 Kinds of Fun
1. Sensation -Game as sense-pleasure
2. Fantasy - Game as make-believe
3. Narrative - Game as unfolding story
4. Challenge - Game as obstacle course
5. Fellowship - Game as social framework
6. Discovery - Game as uncharted territory
7. Expression - Game as soap box
8. Submission - Game as mindless pastime
Lazzaro’s 4 Keys
1. Easy fun
2. Hard Fun
3. People Fun
4. Serious Fun
Game Elements & Roles
•Context – learning episode
•Challenge
•Reason to collaborate
•Reason to share
•Reason to communicate
•Community
•Forums – help & sharing
•Document repository
•Peer to peer
•Distributed expertise
•Points (XP= Experience )
•Accumulate XP to earn badges
•Leader boards
•Extrinsic Reward
•Context – broad story that
binds the game together
•Intrinsic motivation
•Engagement
•Fun (many types)
•Reasons to collaborate
•Reasons to communicate
Game Achievements
QuestsGuilds
Guild
It’s just a gamer’s name for their Learning Community
Events
Discussions
Help
Searchable
resources
Digital
Story
Telling
Community
Service
Images
Video
Publications
Flipped Assessment
Level up
Level up
Level up
Level up
AchievementSystem
Badges
Achievements
Awards
Experience
Points
Status Bar
Contacts:
Dr Lindy Orwin
Postdoctoral Research Fellow
Digital Futures Collaborative Research Network
University of Southern Queensland
Lindy.Orwin@usq.edu.au
p. 07 4631 2336 or m. 0478 039 322
Twitter & Skype Lindymac
Sign up to get announcements at
http://tinyurl.com/ralfie-eoi
This project is supported through the
Australian Government's Collaborative Research Networks (CRN) program.
RALFIE
Remote Access Labs
for Fun, Innovation and Education

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QSITE 2013 Conference RALfie project

  • 1. Gamification of Remote Access Labs for Communication and Collaboration Dr Lindy (McKeown)Orwin, University of Southern Queensland This project is supported through the Australian Government's Collaborative Research Networks (CRN) program.
  • 4. in which you create an experiment
  • 5. Then you connect it to the Internet
  • 6. So that other kids across the country or the world can use it!
  • 7. And when you need help, you can ask a whole guild full of people!
  • 8. That’s RALfie Remote Access Labs for Fun, Innovation and Education
  • 9. To the users… RALfie will be a fun, challenging game with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards.
  • 11. To teachers and parents… RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum.
  • 12. To teachers and parents…
  • 13. Behind the scenes… RALfie will be a scalable, technical and communication environment that: • authenticates users • delivers content • interfaces physical world experiments with remotely located users via the Internet • houses a repository for plans and guides • provides communication between makers, users and enthusiasts • provides scheduling of experiments • interfaces with the game and achievement systems Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  • 15. Gamification of Remote Access Labs for Communication and Collaboration Where… meets… in a… that’s a self-organizing… c-
  • 16. RALfie as an environment for learning RALfie as a culture for learning What we create
  • 17. RALfie as an environment for learning RALfie as a culture for learning Maker: An Epic Classroom Flip
  • 18. Some challenges facing STEM education More STEM graduates needed to meet demand in Australia. Little collaboration & communication between students using existing online experiments. To use RAL, teachers need Technical Knowledge; Pedagogical Knowledge; and Content Knowledge. The pathway ends for many by the end of primary school. No standard technical solution suitable for RAL. TPACK
  • 19. What’s missing from RAL? Communication and Collaboration
  • 20. Some challenges facing STEM education More STEM graduates needed to meet demand in Australia. Little collaboration & communication between students using existing online experiments. To use RAL, teachers need Technical Knowledge; Pedagogical Knowledge; and Content Knowledge. The pathway ends for many by the end of primary school. No standard technical solution suitable for RAL. TPACK
  • 22. Engagement through play and playing together
  • 23. Games can be all kinds of Fun Werbach 1. Winning 2. Problem solving 3. Exploring 4. Team work 5. Recognition (by others) 6. Triumphing 7. Collecting 8. Surprize 9. Imagination 10. Sharing (altruism) 11. Role playing 12. Customization 13. Chilling 14. Goofing off LeBlanc 8 Kinds of Fun 1. Sensation -Game as sense-pleasure 2. Fantasy - Game as make-believe 3. Narrative - Game as unfolding story 4. Challenge - Game as obstacle course 5. Fellowship - Game as social framework 6. Discovery - Game as uncharted territory 7. Expression - Game as soap box 8. Submission - Game as mindless pastime Lazzaro’s 4 Keys 1. Easy fun 2. Hard Fun 3. People Fun 4. Serious Fun
  • 24. Targeting collaboration… Werbach 1. Winning 2. Problem solving 3. Exploring 4. Team work 5. Recognition (by others) 6. Triumphing 7. Collecting 8. Surprize 9. Imagination 10. Sharing (altruism) 11. Role playing 12. Customization 13. Chilling 14. Goofing off LeBlanc 8 Kinds of Fun 1. Sensation -Game as sense-pleasure 2. Fantasy - Game as make-believe 3. Narrative - Game as unfolding story 4. Challenge - Game as obstacle course 5. Fellowship - Game as social framework 6. Discovery - Game as uncharted territory 7. Expression - Game as soap box 8. Submission - Game as mindless pastime Lazzaro’s 4 Keys 1. Easy fun 2. Hard Fun 3. People Fun 4. Serious Fun
  • 25. Targeting Challenge & Discovery… Werbach 1. Winning 2. Problem solving 3. Exploring 4. Team work 5. Recognition (by others) 6. Triumphing 7. Collecting 8. Surprize 9. Imagination 10. Sharing (altruism) 11. Role playing 12. Customization 13. Chilling 14. Goofing off LeBlanc 8 Kinds of Fun 1. Sensation -Game as sense-pleasure 2. Fantasy - Game as make-believe 3. Narrative - Game as unfolding story 4. Challenge - Game as obstacle course 5. Fellowship - Game as social framework 6. Discovery - Game as uncharted territory 7. Expression - Game as soap box 8. Submission - Game as mindless pastime Lazzaro’s 4 Keys 1. Easy fun 2. Hard Fun 3. People Fun 4. Serious Fun
  • 26. Game Elements & Roles •Context – learning episode •Challenge •Reason to collaborate •Reason to share •Reason to communicate •Community •Forums – help & sharing •Document repository •Peer to peer •Distributed expertise •Points (XP= Experience ) •Accumulate XP to earn badges •Leader boards •Extrinsic Reward •Context – broad story that binds the game together •Intrinsic motivation •Engagement •Fun (many types) •Reasons to collaborate •Reasons to communicate Game Achievements QuestsGuilds
  • 27. Guild It’s just a gamer’s name for their Learning Community Events Discussions Help Searchable resources Digital Story Telling Community Service Images Video Publications
  • 28. Flipped Assessment Level up Level up Level up Level up
  • 30. Contacts: Dr Lindy Orwin Postdoctoral Research Fellow Digital Futures Collaborative Research Network University of Southern Queensland Lindy.Orwin@usq.edu.au p. 07 4631 2336 or m. 0478 039 322 Twitter & Skype Lindymac Sign up to get announcements at http://tinyurl.com/ralfie-eoi
  • 31. This project is supported through the Australian Government's Collaborative Research Networks (CRN) program. RALFIE Remote Access Labs for Fun, Innovation and Education

Notas del editor

  1. Musicfirst 4 words done to a remake of Daft Punk's Daft Hands - Harder, Better, Faster, Stronger
  2. IMPORTANT TO DO Redo graphics in this sequence to isolate the lego man as background is too dark
  3. Image CC by http://www.flickr.com/photos/junkoko/
  4. Image sourcehttp://www.flickr.com/photos/joeshlabotnik/305410323/sizes/z/in/photostream/
  5. The RALFIE Project seeks to develop a community of learners who design, develop and use remote access laboratories (RAL) to develop knowledge, skills and understanding of Science, Technology, Engineering and Maths (STEM).
  6.  To the users…RALfie will be a fun, challenging game with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards. To teachers and parents…RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum. Behind the scenes…RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  7. To the users…RALfie will be a fun, challenging game with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards.
  8.  To the users…RALfie will be a fun, challenging game with engaging and stimulating quests that involve both making and using real experiments. It will be a ‘Maker Space’ with plans and guides; yet it will also allow the choice and freedom to explore and invent. It will have game-style guilds that provide a community where young people can safely tap into the expertise of their peers and experts as well as share their own knowledge through forums, videos and photo galleries. The guilds will also provide access to authenticated adult expertise in a range of science and technology fields. Users will showcase their achievements through game-style systems involving badges and awards. To teachers and parents…RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum. Behind the scenes…RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  9. To teachers and parents…RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum.
  10.   To teachers and parents…RALfie will provide an Internet-based, digital classroom in the form of a highly engaging, game-based, learning environment with custom-made quests that motivate young learners to delve into the built and natural world to create experiments and share them with others. Children and youth will be able to use RALfie to engage in formal and informal learning at school and at home. A constantly growing library of plans and guides will support the young makers of experiments which could include assembling a ready-made LEGO Mindstorms kit or creating experiments with simple sensors. When a teacher or parent is unable to help, children will be able to access just-in-time assistance through guilds where learners can safely tap into a wide community of experts and enthusiasts of all ages. The RALfie Project will also assist to build the digital confidence and technology literacy of youth that goes beyond merely accessing Wikipedia and social media. By learning how to interface experiments to the Internet, learners will develop deeper technical skills and understanding meeting the requirements of the new national Technology curriculum. Behind the scenes…RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  11. Behind the scenes…RALfie will be a scalable, technical and communication system that authenticates users; delivers content; interfaces physical world experiments with remotely located users via the Internet; houses a repository for plans and guides; provides communication between makers, users and enthusiasts; provides scheduling of experiments; and interfaces with the game and achievement systems. Design challenges, perplexing social and environmental problems, and engaging narratives will provide contexts to the quests and stimulate intrinsic motivation. A system of customisable badges, awards and achievements will provide extrinsic motivation.
  12. http://www.slideshare.net/fullscreen/Downes/2013-09-12-altc/10 slide 54
  13. http://www.slideshare.net/fullscreen/Downes/2013-09-12-altc/10 slide 54
  14. Lack of thisSource Lindsay 2007
  15. Engagement through playFlipped Assessment – Start at 0 and work up to
  16. Game – context – large – like the story across a TV seriesQuest – context – small – like the story across an episode
  17. Start at 0 (Fail) and work up to epic
  18. Badges - Often connected with activities (not just actions) eg. complete a set number of quests. Can be a prerequisite to access for other quests in a heirarchy (quest tree).Achievements - Rewards for behaviours the system looks for eg. Comments, ratings, completing quests in a specific amount of time.Awards - Non-automated awards given by the teacher to reward student behaviours.
  19. Add Google form URL
  20. The RALFIE Project seeks to develop a community of learners who design, develop and use remote access laboratories (RAL) to develop knowledge, skills and understanding of Science, Technology, Engineering and Maths (STEM).