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Gamification Presentation

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Poonsri Vate-U-Lan

on 6 August 2014

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Transcript of Gamification Presentation

Gamification is the application of game elements and digital game design techniques; it is the concept of applying game-design thinking to non-game applications to make them more enjoyable and engaging.

Research findings
Dr. Poonsri Vate-U-Lan
1) accelerates feedback cycles since it increases the velocity of feedback loops to maintain engagement,
2) provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals,
3) builds a compelling narrative that engages players to participate and achieve the goals of the activity,
4) provides many short-term, achievable goals to maintain engagement.
Survey and interview
It can be forecast that learning institutes will gamify learning process as a key innovation within education. The reason for this might be because game-based learning concept is not totally new in Thailand. The influence of mobile technology growth creates a better potential to learn new concepts of technology.
The convergence of gamification and education will reduce the gap of academic and entertainment in the near future whilst holding an attractive capacity to impact positively on learning and teaching.

The learning institute should consider leveraging new computer technology to enhance the quality of instruction and above all, the consideration of balancing the importance of human touch and hi-end technology needed strategically now to enhance the future of education.

The Transition from Social Networks to Gamification for Education: Knowledge Level of Thai Higher Education Students
To report a survey result of Thai Higher Education Students'
Level of
for education.
Strategies drive gamification
Population: 40
Participants: 23
Male 60.9%
Female 39.1%
Bachelor 60.9%
Master's 21.7%
Doctoral 17.4%
more than 70 percent of Global 2000 organizations will have at least one ‘gamified’ application
(Gartner Inc., 2011a).
The 3F's gamification technique
Full-time Lecturer of Ph.D. in eLearning Methodology
Graduate School of eLearning
Assumption University of Thailand
Gamification was forecast to be
the future of marketing tool for
communication, by 2014,
25-28 June, 2013 Thailand
A Horizon Report of Higher Education 2013 highlighted "Gamification" as an emerging technology that will be adopted within two to three years after commencing with some prominence from 2012-2013.
(Gartner Inc., 2011b)
should be provided when students commit to do a learning task, and the teacher should reward those students for their commitment.
can create camaraderie and collegiality which increases motivation for participating in the classroom.
drives learning ability rapidly and reduces boredom. In spite of the reward type, a good gamification strategy relies on recognizing and rewarding students to reinforce and promote desired behaviors and actions.
Feedback, Friends and Fun (Lee, 2013)
Note: There was not signifying a notable different knowledge level between genders except "cloud computing" where males’ knowledge was higher than females’ knowledge at the 0.05 level.
Thank you for your attention!more info at poonsri.weebly.com
Figure source: matchmove.com (2013)
I neither know nor understand
I saw it before but do not understand it
I know and understand it well
FreeRice Feeds the Hungry by Quizzing the Intellect
RecycleBank saves the environment by rewarding points that can be redeemed for goods
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