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Gamification and Game-Based Learning: Presenter: Musab Masri

This document discusses gamification and game-based learning. It defines gamification as applying game design elements to non-game applications to make them more fun and engaging. Some key game mechanics that can be used include achievements, discovery, leaderboards, levels/status, and progress indicators. Gamification focuses on motivation through autonomy, mastery and purpose rather than just rewards and punishment. Specific gamification strategies for the classroom are proposed like assigning points for tasks, using leaderboards, and giving badges for accomplishments. The benefits of game creation for developing skills are also presented, along with examples of educational games and how gaming can enhance learning.

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Musab Masri
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0% found this document useful (0 votes)
52 views

Gamification and Game-Based Learning: Presenter: Musab Masri

This document discusses gamification and game-based learning. It defines gamification as applying game design elements to non-game applications to make them more fun and engaging. Some key game mechanics that can be used include achievements, discovery, leaderboards, levels/status, and progress indicators. Gamification focuses on motivation through autonomy, mastery and purpose rather than just rewards and punishment. Specific gamification strategies for the classroom are proposed like assigning points for tasks, using leaderboards, and giving badges for accomplishments. The benefits of game creation for developing skills are also presented, along with examples of educational games and how gaming can enhance learning.

Uploaded by

Musab Masri
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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GAMIFICATION AND

GAME-BASED LEARNING

PRESENTER: MUSAB
MASRI
GAMIFICATION
“Applying game-design
thinking to non-game
applications to make them
more fun and engaging."

Gamification Wiki
Making an Epic
a.k.a. why games are so
Win
engaging

Jane McGonigal - Gaming can make a better world


GAME
MECHANICS
 Achievements  Discovery
(Points & Badges)  Leaderboards
 Blissful
 Levels & Status
Productivity
 Progress
 Bonuses
Indicators
 Cascading

Information
 Challenges
GAMIFICATION =
MOVTIVATION
Motivation 2.0 Motivation 3.0 :
(Rewards & Punishment) (Autonomy, Mastery, Purpose)

Routine tasks Learning, creating, innovating

 Leaderboards  Levels
 Points  Missions/Challenges
 Status  Badges
 Bonuses  Blissful Productivity
CHALLENGES / QUESTS

 Difficult, but achievable

 Cascading Information

 Cannot proceed unless task mastered


BADGES
MASTERY OF SPECIFIC
SKILLS
Point
sOn-going, repetitive tasks, e.g. logging in,
turning in homework on time
STATUS: PROGRESS INDICATOR

1. Where am I
2. Where do I need to be
3. How do I get there
STATUS : LEADERBOARD

1. Who am I closest to in status


2. How do I pass the person above me
THE UNKNOWN

Exploration & Discovery


Don’t give students the
answers, make them find it
themselves.

Bonuses
Use unexpected rewards as
motivation.
GAMIFICATION OF THE CLASSROOM

Classroom Game Design- Paul Andersen at TEDxBozeman


GAMIFY YOUR CLASSROOM

 Assign points for tasks and students "level


up" when the reach certain point totals
 Use leaderboards to encourage groups to
work together better
 Give out badges for special
accomplishments

From 3 Easy Ways to Gamify Your Classroom and Gamification Wiki


GAMIFY YOUR CLASSROOM

 Allow students to repeat tasks until


mastered
 Show visual progress toward goals

 Require constant effort/participation to


maintain level status

From 3 Easy Ways to Gamify Your Classroom and Gamification Wiki


WHY GAME CREATION?
SKILLS THAT VIDEO GAME
(CREATION) DEVELOP
How Video Games Are Changing Education by IGEmp
GAME MAKERS

 Sploder
 Scratch
 Tynker
 StarLogo TNG
 GameSalad
 Kodu
 Alice
 YoYo Games
 Gamestar Mechanic
NOT READY TO HAVE KIDS PROGRAM
THEIR OWN GAMES?

• Learn with the students

• Make it an option

• Use familiar, non-game tools

• Interdisciplinary project
GAMING IN
EDUCATION
Tell me, I’ll forget
Show me, I’ll remember
Involve me, I’ll
Understand
EDUTAINMENT
•“KIDS CAN SMELL THAT [STUFF] A MILE AWAY.“
•– GABE ZICHERMANN

• CONTENT PRESENTED IN A
GAME-LIKE FORMAT WITH
ACTUAL GAMES GIVEN AS A
REWARD FOR COMPLETING A
LEVEL, E.G. FAST MATH
CONSUMER GAMES
EXAMPLE
GAMES
CIVILIZATION
 SIMCITY
 MINECRAFT
 SPORE
 ROLLERCOA
STER
TYCOON
 SECOND LIFE
 RPGS
LEVEL UP

Have students analyze game play

 Hypothesize
 Causation
 Authenticate
 Connect
QUESTIONS?

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