How Homo fabers (those who love to create) and Homo ludens (those who love to play) learn. This presentation made in Oct 2012 at Vasant Valley school in New Delhi, to educators from the Learn Today group, describes how elements can be borrowed from games and how games can be used in the classroom to enrich the learning experience.
2. Homo
sapiens
i n s
sapiensw
those
who
know
Homo
sapoe
that
they
kno
n w
k
those
who
Hom o
economicus
n
the
rational
ma
Homo
economicus
ma
the
mature
rationa turus
l
man
3. Homo
sapiens
i n s
sapiensw
those
who
know
Homo
sapoe
that
they
kno
n w
k
those
who
Hom o
economicus
n
the
rational
ma
Homo
economicus
ma
the
mature
rationa turus
l
man
fabers
CREATE
Homo love
to
those
who
Homo
ludens
those
who
love
to
PLAY
5. Elements for Enriching the Learning Experience
for
Homo
fabers
and
Homo
ludens
Gamification
using
game-‐elements
in
learning
6. Elements for Enriching the Learning Experience
for
Homo
fabers
and
Homo
ludens
Gamification
using
game-‐elements
in
learning
-‐ Novel
Challenges
-‐ Intrinsic
Mo4va4on
-‐ Contextual
-‐ Emo4ons/Experien4al
-‐ Scaffolding,
Feedback
-‐ Conversa4on
-‐ Collabora4on
-‐ ACen4on
7. Elements for Enriching the Learning Experience
for
Homo
fabers
and
Homo
ludens
Gamification Game-based Learning
using
game-‐elements
in
learning
using
games
in
the
classroom
-‐ Novel
Challenges
-‐ Intrinsic
Mo4va4on
-‐ Contextual
-‐ Emo4ons/Experien4al
-‐ Scaffolding,
Feedback
-‐ Conversa4on
-‐ Collabora4on
-‐ ACen4on
8. Elements for Enriching the Learning Experience
for
Homo
fabers
and
Homo
ludens
Gamification Game-based Learning
using
game-‐elements
in
learning
using
games
in
the
classroom
-‐ Novel
Challenges
-‐ Listen
to
a
Story
-‐ Intrinsic
Mo4va4on
-‐ Make
a
Story
-‐ Contextual
-‐ Play
a
Game
-‐ Emo4ons/Experien4al
-‐ Build
a
Game
-‐ Scaffolding,
Feedback
-‐ Collabora4ve
Game-‐Play
-‐ Conversa4on
-‐ Collabora4on
Learning
Effec4veness:
Memorize,
Know,
Understand,
-‐ ACen4on
Synthesize,
Create
10. A
woman
had
just
a
few
hours
before
she
would
die
from
a
strange
disease.
There
was
just
one
drug
that
might
save
her.
11. PHARMACY
Only
one
pharmacist
in
the
village
had
that
drug
and
he
was
charging
ten
4mes
the
normal
price.
The
sick
woman’s
husband,
Heinz,
could
arrange
just
half
the
amount.
12. PHARMACY
He
pleaded
and
argued
with
the
pharmacist
that
his
wife
was
dying
and
so
could
he
please
lower
the
price
or
allow
Heinz
to
pay
later.
But
the
pharmacist
refused.
15. Harvard
psychologist,
Lawrence
Kohlberg,
who
proposed
a
stage
theory
of
moral
thinking,
used
stories
like
this
one,
to
test
moral
reasoning.
16. 1. Obedience
and
punishment
orienta4on
(how
can
I
avoid
punishment?)
2. Self-‐interest
orienta4on
(what's
in
it
for
me?)
3. Interpersonal
accord
and
conformity
(social
norms)
4. Authority
and
social-‐order
maintaining
orienta4on
(law
and
order
morality)
5. Social
contract
orienta4on
(empathy)
6. Universal
ethical
principles
(own
moral
code
of
conduct)
17.
18. Kohlberg
in
the
Classroom
hCp://www.youtube.com/watch?v=77uRQeu_pUQ
19. How to teach the concept of Justice?
Curatorial Learning, of course!
23. What Makes a Great Learning Experience
- for Homo fabers and Homo ludens
24. What Makes a Great Learning Experience
L e a r n i n g
E ff e c 4 v e n e s s
E n g a g e m e n t
25. What Makes a Great Learning Experience
L e a r n i n g
E ff e c 4 v e n e s s
Tradi4onally:
• Stories
• Playing
• Tinkering
• Experimen4ng
E n g a g e m e n t
26. Impar4ng
learning
as
disciplined,
formal
educa4on
is
a
fairly
modern
inven4on,
only
a
few
centuries
old
27. While
it
may
be
efficient,
it
is
ohen:
q Boring
q Stressful
q Irrelevant
ü All
of
the
above
28. Most
formal
educa4on
has
degenerated
into,
• Passive
acquisi4on
of
knowledge
• Later
regurgita4on
in
tests
of
recall
29. While
research
shows
that
deep
learning
happens
when
a
learner
is,
• Self-‐mo4vated
to
learn
• Constructs
own
understanding/meaning
30. When
we
play
a
game
we
are,
• Intrinsically
mo4vated
• Have
a
high
cogni4ve
commitment
• Deeply
engaged
• Overcome
difficult
challenges
of
our
own
voli4on
31. Games can cultivate:
• ACen4on
• Trust
• Effort
• Empathy
• Persistence
• Respect
• Rule
following
• Fairness
32. But talk about games, and
• Parents
–
complain
games
are
addic4ve
and
colossal
4me
wasters
• Educa4onists
–
lament
games
foster
adverse
social
behaviour
33. What Makes a Great Learning Experience?
L e a r n i n g
E ff e c 4 v e n e s s
Use
Games
but
with
minimum
adverse
consequences?
E n g a g e m e n t
34. What Makes a Great Learning Experience?
L e a r n i n g
E ff e c 4 v e n e s s
Use
Games
but
with
minimum
adverse
consequences?
GAMIFICATION
may
hold
the
answer
E n g a g e m e n t
35. Elements for Enriching the Learning Experience
for
Homo
fabers
and
Homo
ludens
Gamification Game-based Learning
using
game-‐elements
in
learning
using
games
in
the
classroom
-‐ Novel
Challenges
-‐ Listen
to
a
Story
-‐ Intrinsic
Mo4va4on
-‐ Make
a
Story
-‐ Contextual
-‐ Play
a
Game
-‐ Emo4ons/Experien4al
-‐ Build
a
Game
-‐ Scaffolding,
Feedback
-‐ Collabora4ve
Game-‐Play
-‐ Conversa4on
-‐ Collabora4on
Learning
Effec4veness:
Memorize,
Know,
Understand,
-‐ ACen4on
Synthesize,
Create
37. Some examples of Gamification
• Nike
online
fitness
community
• Ci4zen
Science
projects
like
GalaxyZoo.org
• Volkswagen’s
www.funtheory.com
in
rewarding
drivers
who
drive
within
speed
limit
38. What Gamification is NOT:
Simply
adding
Points,
Badges
and
Leader
Boards
as
a
layer
on
top
of
a
learning
ac4vity
39. What Gamification IS:
Deconstruc4ng
good
games
to
find
elements
that
enrich
a
learning
experience,
e.g.
• Connec4ng
with
player’s
passions
and
goals
• Perhaps,
allow
personaliza4on
of
goals
• “With
games,
learning
is
the
drug”
(Raph
Koster,
game
designer,
author
-‐
‘Theory
of
Fun’)
40. Why Learning becomes Taxing in a
School Environment?
Perhaps…
• Unlike
a
game,
the
challenges
provided
are
not
novel
or
interes4ng
• Challenges
are
not
contextual
–
not
related
with
learners’
aspira4ons
or
life
situa4on
Based
on
a
talk
by
Sebas/an
Deterding,
designer
hCp://bit.ly/PC8rjn
41. Why Learning becomes Taxing in a
School Environment?
Perhaps…
• No
varying
of
pace
in
learning
• No
scaffolding
that
allows
gradual
learning
• No
‘excessive
posi4ve
feedback’
(informa4onal
and
not
judgmental
feedback)
Based
on
a
talk
by
Sebas/an
Deterding,
designer
43. Lee
Sheldon’s
book
‘The
Mul4player
Classroom
–
Designing
Coursework
as
a
Game’
44. Good game designers understand that
one size does not fit all
In
a
game,
• A
‘newbie’
needs
to
be
onboarded
• A
‘regular’
needs
fresh
challenges
–
new
learned
behaviours
become
a
habit
• An
‘enthusiast’
plays
the
game
for
mastery
Based
on
a
talk
by
Amy
Jo
Kim,
game
designer
hCp://www.youtube.com/watch?v=F4YP-‐hGZTuA
45. What Motivates/Engages People
Amy
Jo
Kim
–4
reasons
for
Social
Engagement
• Express
• Explore
• Compete
• Cooperate
Based
on
a
talk
by
Amy
Jo
Kim
46. Engagement Loop in a Game
Call
to
Action
Express/Explore/Compete/Coop
Player
(re)Engagement
Task/Mission/Quiz
Positive
Emotions
Fun/Delight/Trust/Pride/Curious
Visible
Progress
Statistics/Analytics/Feedback
Based
on
a
talk
by
Amy
Jo
Kim
47. According
to
Joseph
Campbell,
the
journey
of
the
archetypal
hero
in
mythologies
consists
of
" Call
to
Adventure
" Refusal
of
the
Call
" Divine
intervention
or
Epiphany
" Journey
of
Trials
&
Tribulations
" Return
and
Master
of
both
worlds
The learner’s journey could be, knowledge acquisition, mastery,
innovation or transformation of self
48. Game = PERMA
Amy
Jo
Kim
–
good
games
embody
the
same
5
elements
that
are
impera4ve
for
well-‐being
and
happiness
(Mar4n
Seligman’s
book,
‘Flourish’)
• P
=
Posi4ve
Emo4ons
• E
=
Engagement
• R
=
Rela4onships
• M
=
Meaning
• A
=
Accomplishment
Based
on
a
talk
by
Amy
Jo
Kim
50. A
Class
Divided
hCp://www.pbs.org/wgbh/pages/frontline/shows/divided/
51. In
his
book
Social
Intelligence,
author
Daniel
Goleman
explains
the
impact
of
emo4ons
on
learning
and
performance...
52.
53.
54.
55. Hans
Selye
divided
Stress
into
two
categories
-‐
Distress
(persistent
stress
that
is
not
resolved
through
coping
or
adapta4on)
and
Eustress
(or
euphoric
stress
that
enhances
physical
and
mental
func4on)
-‐
high
performance
requires
op4mal
stress
56. Mihaly
Csikszentmihalyi
on
‘FLOW’
High
Challenge
–
Low
Skill
• Cogni4ve
Overload
• Lack
of
Prior
Knowledge
(pre-‐requisites)
• Wrong
Mental
Model
Leads
to
Anxiety
-‐ Provide
Scaffolding
(e.g.
step-‐wise
hints)
High
Skill
–
Low
Challenge
• Quickly
move
to
the
next
level
(Mastery
Learning
–
Khan
Academy)
57. Personaliza4on
of
Learning
–
Role
of
ICT
– Harvard
Professor,
Clayton
Christensen’s
book
‘Disrup4ng
Class’
61. Self-Determination Theory!
THE
MOTIVATIONAL
SPECTRUM
External
Regula/on
>
Introjec/on
>
Iden/fica/on
>
Integra/on
>
Intrinsic
Amo$va$on
Extrinsic
Mo$va$on
Intrinsic
Mo$va$on
Indifferent
to
External
Regula$on:
you
don’t
want
to
do
Doing
something
for
a
task
something
but
do
it
because
someone
wants
the
love
of
it
you
to
do
to
it
Not
for
the
reward
Introjec$on:
do
it
because
it
enhances
your
status
–
I
will
do
it
because
others
will
value
E.g.
spending
4me
me
with
family,
listening
Iden$fica$on:
I
don’t
really
enjoy
doing
it
but
to
music
I
will
do
it
because
I
see
value
in
doing
it.
E.g.
study
math
Integra$on:
I
will
do
it
because
it
align
with
my
goals
(even
though
I
might
not
enjoy
doing
it).
E.g.
exercise
62. !Effectance Motivation!
Organisms have a tendency to explore and
influence the environment and the master
reinforcer for humans is personal
competence (competence is the ability to interact
effectively with the environment)
-‐
Psychologist
Robert
White
63. Factors that
In his book Drive - The Surprising
Truth about What Motivates Us
influence Intrinsic
author Daniel Pink suggests that Motivation!
the new operating system for the
21st century, or Motivation 3.0,
has three components:
– Autonomy: the urge to direct our
own lives
– Mastery: the desire to get better
and better on something that
matters
– Purpose: a yearning to do something
larger than our self-interest
66. • How
do
we
stay
focused?
• To
understand
this
let’s
look
at
play,
because
while
playing
we
are
usually
naturally
aCen4ve
• This
happens
because
our
mind
is
wired
such
that
it
seeks
variety
and
in
play
the
s4mulus
is
constantly
changing
Every
moment
of
a
tennis
match
is
different,
and
if
runs
are
not
being
scored
or
wickets
are
not
falling
then
even
cricket
becomes
boring
-‐
we
stop
paying
aCen4on!
67. Ellen
Langer,
Harvard
Professor
of
Psychology,
conducted
a
study
where
she
asked
par4cipants,
who
did
not
par4cularly
like
classical
music,
to
listen
to
classical
music
• One
set
of
par4cipants
was
asked
to
no4ce
three
to
six
novel
aspects
about
the
ac4vity,
like
no4ce
the
musical
instruments
they
could
iden4fy
• Another
set
was
not
given
any
instruc4ons
to
no4ce
differences
• The
Study
revealed
that
more
the
dis4nc4ons
drawn
by
careful
no4cing,
the
more
the
subjects
liked
the
ac4vity
• Thus,
the
more
we
deliberately
engage
with
a
task
the
more
interested
we
become
and
more
we
learn
68. • Langer
calls
this
a
‘mindful’
autude
to
learning
-‐
the
opposite
autude
is
a
‘mindless
rote’
or
‘autopilot’learning
• Connect
what
you
are
learning
with
your
life
and
make
it
more
meaningful
• Self-‐reference
Effect
-‐
informa4on
that
is
related
to
us
is
easier
to
learn
• While
studying
we
should
mentally
ask
ques4ons
about
the
topic,
look
at
the
informa4on
from
various
perspec4ves
and
relate
it
to
our
personal
life
or
of
someone
we
know
• By
making
informa4on
meaningful
we
remember
it
longer
69. Good
learners
know
how
to
make
learning
interes4ng
by
deliberately
bringing
in
variety
in
what
they
are
studying
For
example,
while
reading
a
book,
they
mentally
ask
ques4ons
and
try
to
answer
them,
look
at
the
book
from
various
perspec4ves
or
think
about
different
endings
to
a
story
70. In
Summary
Game Elements that can be used to
Enrich the Learning Experience are…
71. • Meaning:
contextual
goals,
shrink
the
goal
–
personaliza4on
• Intrinsic
Mo4va4on:
mastery,
autonomy
(play
=
voluntary,
what
the
body
in
not
obliged
to
do
–
Mark
Twain)
• Varied
Challenges:
non-‐repe44ve,
novel
challenges;
experience
failure,
value
the
win
• Environment
-‐ Safe
but
not
sterile
environment,
where
consequences
are
not
dire
-‐ Frustra4on
is
taken
in
stride
-‐ Failure
is
less
shameful
72. • Scaffolding:
challenge
and
skill
balance
–
Flow
• Changing
S4mulus:
for
intense
engagement
• Feedback:
instant,
juicy,
informa4ve,
non-‐judgmental
feedback
that
helps
improve
performance
• Collabora4on:
communi4es
of
common
interest
• Mutual
respect
• Benevolence
• Trust
• Empathy
73. Elements for Enriching the Learning Experience
for
Homo
fabers
and
Homo
ludens
Gamification Game-based Learning
using
game-‐elements
in
learning
using
games
in
the
classroom
-‐ Novel
Challenges
-‐ Listen
to
a
Story
-‐ Intrinsic
Mo4va4on
-‐ Make
a
Story
-‐ Contextual
-‐ Play
a
Game
-‐ Emo4ons/Experien4al
-‐ Build
a
Game
-‐ Scaffolding,
Feedback
-‐ Collabora4ve
Game-‐Play
-‐ Conversa4on
-‐ Collabora4on
Learning
Effec4veness:
Memorize,
Know,
Understand,
-‐ ACen4on
Synthesize,
Create
87. Solo
Games:
typically
provide
a
deeper
learning
experience
Collabora4ve
Games:
typically
provide
higher
learner
mo4va4on
Gaming
Communi4es:
several
learning
theories
at
work,
e.g.
Vygotsky’s
Zone
of
Proximal
Development,
More
Knowledgeable
Other
and
Lave
&
Wenger’s
Legi4mate
Peripheral
Par4cipa4on
and
Situated
Learning
88. Gaming
Communi4es:
very
good
for
cul4va4ng
skills
essen4al
for
success
in
the
21st
century
-‐
Collabora4ve
problem
solving
-‐
Co-‐construc4ng
meaning
-‐
Consensual
decision
making
-‐
Responsibility
and
self-‐directed
learning
95. Elements for Enriching the Learning Experience
for
Homo
fabers
and
Homo
ludens
Gamification Game-based Learning
using
game-‐elements
in
learning
using
games
in
the
classroom
-‐ Novel
Challenges
-‐ Listen
to
a
Story
-‐ Intrinsic
Mo4va4on
-‐ Make
a
Story
-‐ Contextual
-‐ Play
a
Game
-‐ Emo4ons/Experien4al
-‐ Build
a
Game
-‐ Scaffolding,
Feedback
-‐ Collabora4ve
Game-‐Play
-‐ Conversa4on
-‐ Collabora4on
Learning
Effec4veness:
Memorize,
Know,
Understand,
-‐ ACen4on
Synthesize,
Create
96. Bloom’s
Taxonomy
of
Sorts!
Crea4vity
Synthesis
Understanding
Knowing
Memorisa4on
97. Challenge
(beCer
4me
or
Add
Context
beCer
score)
(vocabulary
Novelty
of
Bloom’s
Taxonomy
of
Sorts!
Crea4vity
around
a
theme,
Radio
Show
type
Form
Factor
game)
Synthesis
Understanding
Knowing
-‐
Recall
of
facts
Memorisa4on
-‐
Tradi4onally
learned
by
rote
98. Add
Context
Engagement
(problems
that
(mul4media
learner
can
relate
storytelling)
with)
Bloom’s
Taxonomy
of
Sorts!
Crea4vity
Synthesis
Understanding
Knowing
Knowledge
of
a
domain
Memorisa4on
99. Detectives at th
e
British Museum
Thousands of year
s
ago I used to be a
king but you can
still meet me at th
e
British Museum.
Although I am a
little tied-up today
!
Who am I?
Clue: Go to room
(9 X 7) = ?
Simple
Games
I
have
made
for
my
son
(this
one,
when
he
was
9)
100. Simple
Games
I
have
made
for
my
son
(this
one,
when
he
was
10)
101. It
is
old
wine
in
new
boCles
–
a
simple
quiz
converted
into
QR
code
–
cool
form
factor!
102. -‐
Ac4ve
Explora4on
-‐
Discovery
Learning
-‐
Feedback
(Hints
=
Scaffolding)
Bloom’s
Taxonomy
of
Sorts!
Crea4vity
Synthesis
Understanding
-‐
Making
connec4ons
with
prior
knowledge
-‐
Applying
knowledge
in
novel
contexts
Knowing
Memorisa4on
104. Arduino
Is
a
tool
for
making
computers
that
can
sense
and
control
more
of
the
physical
world
than
your
desktop
computer.
It's
an
open-‐source
physical
compu4ng
plazorm
based
on
a
simple
microcontroller
board,
and
a
development
environment
for
wri4ng
sohware
for
the
board.
105. Crea4vity
Bloom’s
Taxonomy
of
Sorts!
Seeing
paCerns
and
rela4onships
between
Synthesis
discrete
knowledge
nuggets,
across
domains
Understanding
Knowing
Memorisa4on
-‐
Require
cross-‐domain
knowledge
-‐
Decision
Making
skills
-‐
Problem
Solving
skills
106. Crea4vity
Bloom’s
Taxonomy
of
Sorts!
New
connec4ons,
innova4ve
solu4ons
Synthesis
Understanding
Knowing
Memorisa4on
Using
underlying
Physics
engine,
create
own
games,
own
stories
110. Search
Google
for
“Serious
Games”
on
your
topic
of
study...
you
may
find
a
good
game
111.
112. Elements for Enriching the Learning Experience
for
Homo
fabers
and
Homo
ludens
Gamification Game-based Learning
using
game-‐elements
in
learning
using
games
in
the
classroom
-‐ Novel
Challenges
-‐ Listen
to
a
Story
-‐ Intrinsic
Mo4va4on
-‐ Make
a
Story
-‐ Contextual
-‐ Play
a
Game
-‐ Emo4ons/Experien4al
-‐ Build
a
Game
-‐ Scaffolding,
Feedback
-‐ Collabora4ve
Game-‐Play
-‐ Conversa4on
Learning
Effec4veness:
-‐ Collabora4on
Memorize,
Know,
Understand,
-‐ ACen4on
Synthesize,
Create
114. For
more
learning
modules
on
skills
relevant
for
flourishing
in
the
21st
century
visit
-‐
www.TimelessLifeskills.co.uk
Or
join
the
Learning
Conversa4ons
on
Facebook
-‐
www.facebook.com/lifeskills
115. Thank you
If
you
have
ques4ons
or
comments
please
feel
free
to
email
me
at:
Atul.Pant@gmail.com