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Games SIGG Keynote - ISTE 2011
Lisa Dawleyon 6 July 2013
Transcript of Games SIGG Keynote - ISTE 2011
Access the largest free public database of learning
materials through any computer or web-enabled
Smart-phone in any language.
Self-paced, user-selected QUESTS that allow learners to choose their own path through whatever curriculum they are engaged in.
Connect myriad networks
A FIRST for Educational Systems
Plugins and API
Video Game Reward
User created Quests
Advancement structures allows you to move through the curriculum like a
API's and plugins allow use of tool in countless systems.
Game-based Social Network for
available any time, anywhere
built by the users
largest global database
free learning materials and curriculum
social learning to solve world problems
track achievements across infinite activities, platforms, games, devices, and experiences.
...changes learning as we know it.
Let's at 3D GameLab!
Identifying pathways to success, engagement, persistence...
...for effective design.
Quest Design Elements
In this phase...
User quest preferences
Estimated time to complete task
Type of performance task
Narrative vs. Non-narrative storylines that guide the quest.
Competition, collaborative, solo
User rating of the Quest (5 Stars)
Quest Chains (prerequisites) vs. individual
Multiple options to achieve one standard
Rarity (Limited window of opportunity)
Motivation • Engagement • Success
The face to face classroom
Raids in the classroom
Staged activities for small numbers
Promote students to new roles
"Having a lot of different options creates excitement for students."
“I would say it’s as challenging as other courses. I just feel like it’s an easier learning style and less stressful.”
93% quest completion rate
This course was a game changer for me. I have started to view the field in completely different light.
I was totally engaged and absolutely thrilled to finally see some hope, a light, for the future of education.
A is a unique educational activity which is part of a journey toward a larger goal.
Delivered to a student when they are ready or
able to engage in it.
pass-rate predictive modeling
Nearly 1/3 of U.S. high school students
Packages of curriculum
Trend and Research Data
the new bell curve
Over 50% continued questing after class was over
4,000+ completed quests from 138 total users
Badges, Gamification & Quest Based Learning
Let the Journey Begin!
Lisa Dawley, Ph.D.
Professor & Chair
Dept. of Educational Technology
Why the gamification of learning?
challenges between users
August Online Camp for Teachers!
Clone quests in the armory!
Bob Appleman, Tech Trends