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Transcript of Gamification
in Higher Education
Games may not hold the answer to solving our problems in education but it’s hard to argue against wanting students to experience the same emotions every day at school that they do when playing games. ... Dare we also mention that school should be fun, challenging, and rewarding?
Where are we at?
Early Adopter Phase
What is Gamification?
‘Gamification’ is ... about using ‘elements’ derived from video-game design, ... rather than about using individual video games.
"the process of using game thinking
and mechanics to engage audiences
and solve problems"
...well-designed games are able to cut through distractions and engage.. in a way that few other methods can ...organizations are seeing how funding highly engaging game-based approaches will bring significant returns.
“The games and learning space is still in an exploratory, R&D phase. We shouldn’t frame games, or any other instructional support, as ‘the answer.’”
“Gamification works by making technology more engaging, and by encouraging desired behaviors, taking advantage of humans’ psychological predisposition to engage in gaming.”
"Although more nascent than in military or industry settings, the gamification of education is gaining support among researchers and educators who recognize that it is well established that effectively designed games can stimulate large gains in productivity and creativity among learners."
Gartner - gamification drives engagement:
1. Accelerated feedback cycles.
2. Clear goals and rules of play.
3. A compelling narrative.
4. Tasks that are challenging but achievable.
Clear actions – press this button
Clear goals – press this button 10 times
Clear results – score displays # presses
Clear rewards – you will earn a badge
Game-based learning: latest evidence and future directions Perrotta, Featherstone, Aston & Houghton
The Gamification of Learning and Instruction:
Game-based Methods and Strategies
for Training and Education by Karl M. Kapp
Can Digital Games Boost Students’ Test Scores? Tina Barseghian http://goo.gl/oP7iol
Game-Based Learning: What it is, Why it Works, and Where it's Going
New Media Institute http://goo.gl/YsFOiu
Report from ISTE 2013 https://www.edsurge.com/n/2013-06-23-iste13-breaking-a-world-record
Radoff, Jon (2011). Game On: Energize Your Business with Social Media Games. Wiley. p32
Smart Gamification: Seven Core Concepts for Creating Compelling Experiences | Amy Jo KIM
- Brenda Brathwaite and Gabe Zichermann
Would a typical online class at your college meet this standard?
If not, would it be a better learning experience if it did?
Time to adoption: 2 to 3 years
Technology Outlook for Community, Technical, and Junior Colleges 2013 - 2018 An NMC Horizon Project Sector Analysis
Gamification Pilot Project