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Gamification PREZI!!

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William Mansfield

on 24 June 2014

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Transcript of Gamification PREZI!!

What
GAMIFICATION
GAMIFICATION
An interactive classroom is an environment where digital natives thrive using mobile devices, a strong virtual culture is established, in there is excellent student engagement.
FIRST STEPS
-Incorporating the principles of great games into education and your classroom.
-Acknowledging culture in the virtual environment with social interactions between students.
-Learning Curve
-Customization
-Small changes and rewards lead to big changes and rewards
-Environment Flexibility
-Real world application
-Community

WHY GAMERS ARE IMPORTANT
-real world applications where gamers have solved problems ex: Cracking Aids virus
Using Janes information we show how gamers are having an impact on everyday life.
In the United States alone, there are 183 million active gamers.
Active computer or video gamers play 13 hours a week on average.
Collectively, the planet is now spending more than 3 billion hours a week gaming.
69% of all heads of household play computer and video games.
97% of youth play computer and video games.
40% of all gamers are women.
1 out of 4 gamers is over the age of 50.
The average game player is 35 years old and has been playing for 12 years.
Most gamers expect to continue playing games for the rest of their lives.
On average, gamers fail 80% of the time and yet they still find the gaming experience enjoyable.

FACTS ON GAMERS
GAMING IN EDU
Stories and stats of how gaming has improved the classroom experience.
-Educator and Student testimonials

Incites creativity and awakens your creative genius.
Students want to be compete and win, gaming is the mainstream outlet for most students and adults.
STUDENTS AND GAMES
In the U.S.
99% of boys
under 18 & 94% of girls Game regularly -
13
and
8 hours a week.
In the U.S.
99% of boys
under 18 &
94% of girls
Game regularly -
13
and
8 hours a week.
10 POSITIVE EMOTIONS

joy
relief
love
surprise
pride
curiosity
excitement
awe and wonder
contentment
creativity
92%
of two-year olds play games.
82%
of Americans want to write a book someday.
I plan to start my own business
43%
I will invent something that changes the world
42%
"I dont think education is about centralized instruction anymore.
Rather it is the process of establishing oneself as a
node in a broad network of distributed creativity."

Student Aspirations
Student Aspirations
SUPER-EMPOWERED
HOPEFUL INDIVIDUALS
"The opposite of play isn't
work
-
it's depression."
Gamification is the concept of applying game-design thinking to non-game applications to make them more fun and engaging.
"It's inevitable. Soon, we'll all be gamers."
1
2
Why
How
In the United States alone, there are
183 million
active gamers

1.

An
amusement

or pastime: children's games.
2.
A competitive activity involving
skill
, chance, or
endurance

on the part of two or more persons who play according to a set of
rules
, usually for their own amusement or for that of spectators.

On Average
, gamers fail
80%
of the time and yet they still find the experience
enjoyable
97%
of
youth
play computer and video games.
Ex.
Find the Future
Super Better
The Evoke

If there is such a
drive
for the gaming experience, why not
harness
the motivation into an
education
?
Creating a formula
Skills + Knowledge applied =Reward
In Education: Reward = More Knowledge

The
upcoming generation
has grown up with tools like the computer, iPad etc. that can
easily
facilitate a
more efficient education
.
Gamification encompasses the idea of adding game elements, game thinking, and game mechanics into the learning environment.
1.
An
amusement
or pastime: children's games.
2.
A competitive activity involving
skill
, chance, or
endurance
on the part of two or more persons who play according to a set of
rules
, usually for their own amusement or for that of spectators.
3.
A single occasion of such an
activity
, or a definite portion of one: the final game of the season; a rubber of three games at bridge.

The goal of Gamification is to take content that is typically presented by a teacher or a lecturers and add game based elements.
Engagement:
Quests, challenges, dungeons, and boss levels are short- and long-term activities that aim at gaining and holding your students’ attention while they learn the content.
Safe failure:
Games offer a safe place to fail because the player can always try again without real-life penalty. The same is true in a gamified classroom. Students are able to rework a project or assignment until they master or complete it. The teacher’s role is to offer constructive feedback and to help guide student learning.
Alternative rewards:
When students meet expectations, teachers typically reward them with a grade. And, let’s face it, not every student is motivated by getting an A on their report card. In a gamified classroom, experience points (XP), badges, and achievement titles are all part of a flexible reward system that identifies and represents student learning achievement. Skills, attitudes, knowledge, and other achievements (not necessarily represented by the traditional grading system) can be validated with alternative rewards.
Student choice: You can greatly motivate some students by offering them a choice of what they can do within the context of your gamified classroom. They have an opportunity to learn the content depending on their skill and interest level. And, by completing certain tasks or quests, students can “level up” to unlock additional content, receive bonuses or special privileges, or even purchase items from the class store using awarded experience points.
Collaboration: Getting small groups to work together smoothly can be a challenge. Games, too, have “small groups” or teams called guilds, families, or houses that have similar goals and identify with each other in some way. Working together, not against each other, is the goal of a guild, and can be for your small groups too.
- See more at: http://www.moodlerooms.com/resources/blog/best-practices-gamify-your-class-moodle#sthash.ptVviG7i.dpuf
Do a game in the class

Create a gamified learning environment whether in a full on educational game, or in the form of game-elements on top of normal tasks in the classroom.
Students participation increases when they are part of a story based learning environment where they can master the content presented.

Having students creating a game over the subject or content area
Quote about the Sea
Game:
Voluntary attempt at overcoming an unnecessary obstacles
Fun
+
Interactive
Play Thing
Toy
If you can play with an object and there is no goal or achievement associated with it, its a toy
Challenge
Puzzle
If the challenge involves no other people or objects but yourself then it is considered a puzzle.
A game is an interactive, goal oriented process, which involves the influence of outside agents.
A game is more complex than you may think. Lets break down what exactly makes a game and how these parts affect us.
A plaything is an inanimate object that is fun, interactive, and engages the user.
Challenges result from a plaything being used in "interactive play". When interactive play is coupled with a goal or objective that is to be attained through "play" then it becomes a challenge.
Conflict
There are two basic forms of a challenge.
One is a puzzle and the other is conflict.
A conflict arises when there are more than one person involved in the "Challenge".
Competition
Competition is when there is the element of conflict or the presence of a puzzle. A competitive environment arises when a user is not allowed to interfere with the progress of other participants.
+
Allowing the user autonomy and the ability to interfere with the progress of other players or users
Interference
=
GAME-TIME
A game as seen through this lens is an interactive, goal oriented activity that involves other agents.
Game:
Emergent Learning
Resilience
Engagement
put picture of when we took a pic wth Jane on the bus
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