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Gamify learning   Learning and Teaching through having fun  CITERS 2011 @Hong Kong University  June 30 th  2011 Frankie Tam, FifthWisdom Technology Limited  Clara Hui, Hong Kong Digital Game-Based Learning Association
Gamify learning is  the implementation of gaming mechanics into learning and teaching experience to increase learner engagement, motivation and fun. It is a Digital Game-Based Learning solution in which learners acquire targeted subject knowledge as well as essential generic skills.  1. Learn through playing digital games 2. Learn through creating digital games
 
Digital Native   數碼原居民   /  NET 世代   better at parallel processing taking in information more quickly comfortable collaborating over networks very adaptive to new technologies
Digital Native abundance  of info visual   connected   random   speed   multitask game/ structure  oriented
Types of games ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
When you are playing…   ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What’s so attractive about digital games? ,[object Object],[object Object],[object Object]
Digital game-based learning
What do they learn? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Why digital game-based learning? ,[object Object],[object Object],[object Object]
What students learn at school nowadays  lack of real-life context , student are not able to apply what they learnt at school in their everyday life and thus they are not interested in the school subjects Siexas , 2000 It has been increasingly difficult to capture the interest and attention of young people especially in a traditional classroom setting. The single feed of information and step by step logics just simply  can not satisfy the needs of the new generation .  Prensky, Windham, 2005
Student Survey (June 2011) Do you like playing digital games? ,[object Object],[object Object],[object Object],[object Object]
Case Study 1:  learning through playing
Students’ difficulties in learning ESL ,[object Object],[object Object],[object Object],[object Object],[object Object]
English lessons  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Design ,[object Object],[object Object],[object Object],[object Object],[object Object]
Design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Game play ,[object Object],[object Object],[object Object]
Game play ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
Applying the game in the classroom ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Pre-test and post-test  ,[object Object],[object Object],[object Object],[object Object]
Test Results (Changes in percentage) Class 1:  + 5.85% Class 2:  + 7.70% Class 3:  + 31.78% Class 4:  + 24.57% Class 5:  + 36.43%
Student feedbacks  ,[object Object],[object Object],[object Object],[object Object]
 
“ it  attracts me  to play” “ it is nice to  learn in a happy way ” “ my  motivation  is in the game” “ I will NOT feel bored!” “ it is  easier  for me to learn through games” “ we like games, so  education mixing game is good”
Teacher feedbacks ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Case Study 2:  learning through creating
Kodu game lab ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Making games in the classroom ,[object Object],[object Object],[object Object],[object Object]
Focus Group Interview  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object]
Conclusion  We seek for advices and improvements while looking for a possible future of digital game-based learning in the Hong Kong classrooms. Thank you! Question or comments? [email_address]   www. fifthwisdom.com  clara@digitalgameslearning.org  www.digitalgameslearning.org

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18 digital game based learning - learning and teaching through having fun

  • 1. Gamify learning Learning and Teaching through having fun CITERS 2011 @Hong Kong University June 30 th 2011 Frankie Tam, FifthWisdom Technology Limited Clara Hui, Hong Kong Digital Game-Based Learning Association
  • 2. Gamify learning is the implementation of gaming mechanics into learning and teaching experience to increase learner engagement, motivation and fun. It is a Digital Game-Based Learning solution in which learners acquire targeted subject knowledge as well as essential generic skills. 1. Learn through playing digital games 2. Learn through creating digital games
  • 3.  
  • 4. Digital Native 數碼原居民 / NET 世代 better at parallel processing taking in information more quickly comfortable collaborating over networks very adaptive to new technologies
  • 5. Digital Native abundance of info visual connected random speed multitask game/ structure oriented
  • 6.
  • 7.
  • 8.
  • 10.
  • 11.
  • 12. What students learn at school nowadays lack of real-life context , student are not able to apply what they learnt at school in their everyday life and thus they are not interested in the school subjects Siexas , 2000 It has been increasingly difficult to capture the interest and attention of young people especially in a traditional classroom setting. The single feed of information and step by step logics just simply can not satisfy the needs of the new generation . Prensky, Windham, 2005
  • 13.
  • 14. Case Study 1: learning through playing
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.  
  • 22.
  • 23.
  • 24. Test Results (Changes in percentage) Class 1: + 5.85% Class 2: + 7.70% Class 3: + 31.78% Class 4: + 24.57% Class 5: + 36.43%
  • 25.
  • 26.  
  • 27. “ it attracts me to play” “ it is nice to learn in a happy way ” “ my motivation is in the game” “ I will NOT feel bored!” “ it is easier for me to learn through games” “ we like games, so education mixing game is good”
  • 28.
  • 29. Case Study 2: learning through creating
  • 30.
  • 31.
  • 32.
  • 33.
  • 34. Conclusion We seek for advices and improvements while looking for a possible future of digital game-based learning in the Hong Kong classrooms. Thank you! Question or comments? [email_address] www. fifthwisdom.com clara@digitalgameslearning.org www.digitalgameslearning.org