11. GAMIFICATION
(WITH OR/AND WITHOUT
TIC)
GAME BASED LEARNING
(WITH TIC)
GAMES VIDEOGAMES
NARRATIVE GAMES SERIOUS GAMES
GAME MECHANICS COMMERCIAL GAMES
SIMPLE SIMPLE/COMPLEX
LEARNING SUPPORT
/ LEARNING OUTSIDE
LEARNING INSIDE
Gamification and Game-based Learning
in Education
14. Gamification Elements
HUMAN DESIRES
PLAYMECHANICS
Award Status Achievement
Self-
expression
Competition Altruism
Points
Levels
Challenges
Virtual Goods
Leaderboars
Gifting and
Charity
BBVA INNOVATION EDGE STUDIE –
BUNCHBALL, INC
Primary desire to satisfy a play mechanic Another Area
26. Gamification systems are established to respond to emotions through
a codeshare.
Engagementgenerators. Passions and entrepreneurship
PRINCIPLE CORRELATE
Estimation Empathy
Enthusiasm Self regulation
Curiosity Social hability
Pride Esteemand Self-
knowledge
Motivation Motivation
Authonomy Iniciative
59. ...Future is now… and then?
1. We can not compare the learning process with the process of buying or
loyalty to a brand.
2. Designs are different processes must be different.
3. Learning needs of personal reflection.
4. Mechanical use them as narratives, missions and challenges.
5. The center is “learnings”, no “points”
6. Engagement
7. The badge like a personal academic certification of softs skills.
8. Feedback about learning not the game or gamification.
60. ...Finally and …to be continued?…
1. Gamification in Education is possible…… with or/and without TIC
2. Ways to implementation “Games in School” - Ideas:
a) Teachers practices with videogames to learn game mechanics
b) Teachers create games with simple online apps
c) Teachers play with their students
d) Students play games and create games with Scracht to learn
problem-based learning
e) Students feel good. Learning is deeper and significant.
f) We works with two competences at the same time:
i. Digital competence
ii. Socio-emotional competence