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The Impact of Gamification on Group Work in Higher Education

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Jonny Hughes

on 3 November 2014

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Transcript of The Impact of Gamification on Group Work in Higher Education

The Impact of Gamification on Group Work in Higher Education
Agenda
Current Issue
Gamification
Research Questions
Methodology
Success Criteria
Project Timeline
Risks & Challenges

References
Analysts Discuss the Future of Gamification at Gartner Portals, Content and Collaboration Summit
http://www.gartner.com/newsroom/id/1844115
http://www.greenbookblog.org/wp-content/uploads/2013/07/gamification-1.jpeg
http://rohan7things.files.wordpress.com/2013/10/game-zen.jpg
http://h30615.www3.hp.com/servlet/JiveServlet/showImage/2-1421-1012/gamification.png
From game design elements to gamefulness: defining gamification by Sebastian Deterding et al., 2011
http://edudemic.com/wp-content/uploads/2011/11/gamified-learning.jpg
www.prezi.com
http://www.redstarresume.com/wp-content/uploads/2013/09/interview1.jpg
Improving student engagement: Ten proposals for action by Zepke & Leach, 2010
Gamification in Education: What, How, Why Bother? by Lee & Hammer, 2011
Alternative Approaches to Assessing Student Engagement Rates by Elaine Chapman, 2003
Gartner Inc.
DFC Intelligence
McKinsey & Co

By Jonathan Hughes 8018642
ITMB Final Year Project
Manchester Business School
Supervised by Dr. Ali Owrak

Project Title: The Impact of Gamification on Group Work in Higher Education
Background:
Research Questions:
Project Timeline
Research Question 1
Research Question 1
Research Question 2
Surveys

Questionnaires

Focus Groups
September 2014
December
January/February
March 2015
Topic Selection
Christmas & Exams
Experiment
Report Submission
Gamification was coined back in the early 2000s and did not gain popularity until the following decade.
According to a study by the research firm Gartner, gamification will only increase: By 2014, 70% of 2,000 global organizations will depend on gamified applications for employee performance, health care, marketing, and training
Gaming industry will be worth $52 to $70 billion by year 2017 (DFC Intelligence)
Global spending on mobile apps will be $35 billion by 2015 (Gartner Inc.)


Background:
Methodology:
Success Criteria:
Deliverables:
Challenges:
Risks:
Research Question 1:
Hypothesis 1:
Research Question 2:
Hypothesis 2:
Modern organizations heavily rely on teamwork to accomplish a variety of tasks ranging from production to strategic decisions (Devine, 2002), and teamwork skills become a valuable asset for employees in most industries (Burch and Anderson, 2004).

Higher education institutions have responded to this trend and extensively use group project work (collaborative and cooperative learning) as a pedagogical tool (Davies, 2009; Graen et al., 2006).

Motivation of participants has been noted to be one of the most serious problems in groupwork (Kerr and Bruun, 1983; Morgan, 2002).


Research Question 2
Identify factors that influence behaviour and features that are important

Qualitative & quantitative research to support or disprove proposed hypotheses

Strong literature review upon which to compare and contrast my findings
Terms of Reference

Presentation of Goals

Gamified Smartphone Application & Experiment Results

Final Report
Motivation of participants
User friendly application
Interesting and engaging use of game mechanics & game dynamics
Gameful and NOT Gaming
Terms of Reference
Presentation of Goals
Application Development & Literature Review
Focus Group
Analysis
Report Writing
Negative behaviour e.g. Cheating
Technical failure
Lack of user engagement
External factors
From my own experience it is evident that motivation and engagement, or a lack thereof, is a huge issue to overcome in order for group work to be successful.
Student engagement can be defined as "students' cognitive investment in, active participation in and emotional commitment to their learning" (Chapman,2003)
How does the implementation of a gamified smartphone application impact the behaviour/user engagement of students in a group work context?
Gamification adoption and increased student engagement have a positive correlation
What are the essential features of gamification that drive increased user engagement?
Features specific to Gamification are essential to engaging users (XP, rewards, feedback, social, etc.)
Gamification is:
Gamification is NOT:
Applying video game-play rules to a specific non-game (educational) activity
An educational game, like a quiz, test or exam
Key features of Gamification:


Motivation

Momentum

Meaning
Game Design Features:
System of XP (experience points) to reward completion of tasks
Rewarding innovation & support from others
Encouraging competition, but also collaboration
Points system development with continual upgrades (new tasks, access, control, rewards, etc.)
Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement (Gartner, 2014).
Definition:
Personal Experience:
Full transcript