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H ow
   HOMO FABERS
       and


   Homo ludens

             LEARN
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	
  
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	
  
Elements for Enriching the Learning Experience
        for	
  Homo	
  fabers	
  and	
  Homo	
  ludens	
  
Elements for Enriching the Learning Experience
                    for	
  Homo	
  fabers	
  and	
  Homo	
  ludens	
  


      Gamification
using	
  game-­‐elements	
  in	
  learning	
  
                      	
  
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	
  
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	
  
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	
  	
  
Let’s start with a story…
A	
  woman	
  had	
  just	
  a	
  few	
  hours	
  before	
  she	
  would	
  die	
  
from	
  a	
  strange	
  disease.	
  	
  
There	
  was	
  just	
  one	
  drug	
  that	
  might	
  save	
  her.	
  
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.	
  	
  
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.	
  
PHARMACY	
  




Heinz	
  got	
  desperate	
  and	
  that	
  evening	
  he	
  
stole	
  the	
  drug.	
  
	
  
Should	
  Heinz	
  have	
  stolen	
  the	
  drug?	
  	
  
	
  
Should	
  he	
  be	
  punished?	
  
Harvard	
  psychologist,	
  Lawrence	
  Kohlberg,	
  who	
  
proposed	
  a	
  stage	
  theory	
  of	
  moral	
  thinking,	
  used	
  
stories	
  like	
  this	
  one,	
  to	
  test	
  moral	
  reasoning.	
  
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)	
  
Kohlberg	
  in	
  the	
  Classroom	
  




hCp://www.youtube.com/watch?v=77uRQeu_pUQ	
  	
  
How to teach the concept of Justice?
Curatorial Learning, of course!
Prof	
  Michael	
  Sandel	
  –	
  www.Jus4ceHarvard.org	
  	
  
What Makes a Great Learning Experience
- for Homo fabers and Homo ludens
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 	
  
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 	
  
Impar4ng	
  learning	
  as	
  disciplined,	
  
formal	
  educa4on	
  is	
  a	
  fairly	
  modern	
  
inven4on,	
  only	
  a	
  few	
  centuries	
  old	
  	
  
While	
  it	
  may	
  be	
  efficient,	
  it	
  is	
  ohen:	
  
        q  Boring	
  
        q  Stressful	
  
        q  Irrelevant	
  
        ü  All	
  of	
  the	
  above	
  
Most	
  formal	
  educa4on	
  has	
  degenerated	
  into,	
  	
  

    •  Passive	
  acquisi4on	
  of	
  knowledge	
  	
  

    •  Later	
  regurgita4on	
  in	
  tests	
  of	
  recall	
  
While	
  research	
  shows	
  that	
  deep	
  learning	
  
happens	
  when	
  a	
  learner	
  is,	
  

    •  Self-­‐mo4vated	
  to	
  learn	
  	
  

    •  Constructs	
  own	
  understanding/meaning	
  
When	
  we	
  play	
  a	
  game	
  we	
  are,	
  
    •  Intrinsically	
  mo4vated	
  

    •  Have	
  a	
  high	
  cogni4ve	
  commitment	
  

    •  Deeply	
  engaged	
  

    •  Overcome	
  difficult	
  challenges	
  of	
  our	
  own	
  
       voli4on	
  
Games can cultivate:

•    ACen4on	
               •    Trust	
  
•    Effort	
  	
             •    Empathy	
  
•    Persistence	
           •    Respect	
  
•    Rule	
  following	
     •    Fairness	
  
But talk about games, and

•  Parents	
  –	
  complain	
  games	
  are	
  addic4ve	
  
   and	
  colossal	
  4me	
  wasters	
  

•  Educa4onists	
  –	
  lament	
  games	
  foster	
  
   adverse	
  social	
  behaviour	
  
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 	
  
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 	
  
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	
  	
  
GAMIFICATION
is	
  use	
  of	
  game-­‐elements	
  in	
  non-­‐gaming	
  contexts	
  
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	
  	
  
What Gamification is NOT:

  Simply	
  adding	
  Points,	
  Badges	
  and	
  Leader	
  
  Boards	
  as	
  a	
  layer	
  on	
  top	
  of	
  a	
  learning	
  ac4vity	
  
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’)	
  
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	
  	
  
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	
  
hCp://tedxtalks.ted.com/video/TEDxBozeman-­‐Paul-­‐Andersen-­‐Class	
  	
  
Lee	
  Sheldon’s	
  book	
  
‘The	
  Mul4player	
  
Classroom	
  –	
  Designing	
  
Coursework	
  as	
  a	
  Game’	
  
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	
  	
  
What Motivates/Engages People


Amy	
  Jo	
  Kim	
  –4	
  reasons	
  for	
  Social	
  Engagement	
  
         •  Express	
  
         •  Explore	
  
         •  Compete	
  
         •  Cooperate	
  



                                              Based	
  on	
  a	
  talk	
  by	
  Amy	
  Jo	
  Kim	
  
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	
  
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
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	
  
Impact of emotions on
learning and performance...
A	
  Class	
  Divided	
  
hCp://www.pbs.org/wgbh/pages/frontline/shows/divided/	
  	
  
In	
  his	
  book	
  Social	
  Intelligence,	
  author	
  Daniel	
  
Goleman	
  explains	
  the	
  impact	
  of	
  emo4ons	
  on	
  
learning	
  and	
  performance...	
  
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	
  
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)	
  
Personaliza4on	
  of	
  
Learning	
  –	
  Role	
  of	
  ICT	
  
    –  Harvard	
  Professor,	
  
       Clayton	
  Christensen’s	
  
       book	
  ‘Disrup4ng	
  Class’	
  
Good Game Designers Understand
  the Psychology of Motivation!
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	
  
                          	
  
!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	
  
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
hCp://www.ted.com/talks/brenda_brathwaite_gaming_for_understanding.html	
  	
  
Good Game Designers Understand
     Currency of Attention!
•  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!	
  
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	
  
•  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	
  
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	
  
In	
  Summary	
  
Game Elements that can be used to
Enrich the Learning Experience are…
•  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	
  
•  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	
  
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	
  	
  
The Engagement Spectrum
The Engagement Spectrum
The Engagement Spectrum
The Engagement Spectrum
Story Creators and Animation Tools for iPad
The Engagement Spectrum
Learning	
  Teaching	
  Scotland	
  -­‐	
  Game-­‐based	
  Learning	
  
      hCp://www.heppell.net/bva/bva5/elrick.htm	
  	
  
The Engagement Spectrum
The Engagement Spectrum
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	
  
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	
  
hCp://youtu.be/yDPssJedOJ4	
  	
  
Learning	
  Cycle	
  in	
  a	
  Gaming	
  Community	
  
Also	
  available	
  as	
  eBook	
  




John	
  Seely	
  Brown’s	
  website	
  
hCp://www.johnseelybrown.com	
  	
  
ARG!
Alternate Reality Games
Jane	
  McGonigal:	
  	
  
Gaming	
  can	
  make	
  a	
  beJer	
  world	
  
TED	
  Talk	
  



 hCp://www.youtube.com/watch?v=dE1DuBesGYM	
  	
  
Games are engaging, no doubt.
But, what about
LEARNING EFFECTIVENES
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	
  	
  
Bloom’s	
  Taxonomy	
  of	
  Sorts!	
  

                                          Crea4vity	
  


                                          Synthesis	
  


                                          Understanding	
  



                                          Knowing	
  



                                          Memorisa4on	
  
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	
  
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	
  
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)	
  
Simple	
  Games	
  I	
  have	
  made	
  for	
  my	
  son	
  	
  
(this	
  one,	
  when	
  he	
  was	
  10)	
  
It	
  is	
  old	
  wine	
  in	
  new	
  boCles	
  –	
  a	
  simple	
  quiz	
  converted	
  into	
  QR	
  code	
  –	
  cool	
  form	
  factor!	
  
-­‐	
  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	
  
ICT	
  Curriculum	
  –	
  Beyond	
  Word	
  and	
  Excel	
  	
  
            Learning	
  by	
  Tinkering	
  
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.	
  
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	
  
Crea4vity	
  
Bloom’s	
  Taxonomy	
  of	
  Sorts!	
  


                                                              New	
  connec4ons,	
  innova4ve	
  solu4ons	
  


                                          Synthesis	
  


                                          Understanding	
  



                                          Knowing	
  



                                          Memorisa4on	
        Using	
  underlying	
  Physics	
  engine,	
  
                                                               create	
  own	
  games,	
  own	
  stories	
  
Curating Good Games
You	
  can	
  search	
  for	
  educa4onal	
  games	
  on	
  Android	
  Market	
  
You	
  can	
  search	
  App	
  Store	
  for	
  educa4onal	
  games	
  
Search	
  Google	
  for	
  “Serious	
  Games”	
  on	
  your	
  
topic	
  of	
  study...	
  you	
  may	
  find	
  a	
  good	
  game	
  
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,	
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How games can enhance learning for Homo fabers and Homo ludens

  • 1. H ow HOMO FABERS and Homo ludens LEARN
  • 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  
  • 4. Elements for Enriching the Learning Experience for  Homo  fabers  and  Homo  ludens  
  • 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    
  • 9. Let’s start with a story…
  • 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.  
  • 13. PHARMACY   Heinz  got  desperate  and  that  evening  he   stole  the  drug.    
  • 14. Should  Heinz  have  stolen  the  drug?       Should  he  be  punished?  
  • 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!
  • 20. Prof  Michael  Sandel  –  www.Jus4ceHarvard.org    
  • 21.
  • 22.
  • 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    
  • 36. GAMIFICATION is  use  of  game-­‐elements  in  non-­‐gaming  contexts  
  • 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  
  • 49. Impact of emotions on learning and performance...
  • 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’  
  • 58.
  • 59.
  • 60. Good Game Designers Understand the Psychology of Motivation!
  • 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
  • 65. Good Game Designers Understand Currency of Attention!
  • 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    
  • 78.
  • 79.
  • 80. Story Creators and Animation Tools for iPad
  • 82. Learning  Teaching  Scotland  -­‐  Game-­‐based  Learning   hCp://www.heppell.net/bva/bva5/elrick.htm    
  • 84.
  • 85.
  • 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  
  • 90. Learning  Cycle  in  a  Gaming  Community  
  • 91. Also  available  as  eBook   John  Seely  Brown’s  website   hCp://www.johnseelybrown.com    
  • 93. Jane  McGonigal:     Gaming  can  make  a  beJer  world   TED  Talk   hCp://www.youtube.com/watch?v=dE1DuBesGYM    
  • 94. Games are engaging, no doubt. But, what about LEARNING EFFECTIVENES
  • 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  
  • 103. ICT  Curriculum  –  Beyond  Word  and  Excel     Learning  by  Tinkering  
  • 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  
  • 108. You  can  search  for  educa4onal  games  on  Android  Market  
  • 109. You  can  search  App  Store  for  educa4onal  games  
  • 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    
  • 113. Let the Learning Games Begin...
  • 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