A Social Gamification Framework for a K-6 Social Network Jorge Simões, Instituto Superior Politécnico Gaya, Portugal Rebeca Díaz Redondo, Universidad de Vigo, Spain Ana Fernández Vilas, Universidad de Vigo, Spain 3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM 1
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A Social Gamification Framework for a K-6 Social Network
Presented at 3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM 4th July 2012
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A Social Gamification Framework for a K-6
Social Network
Jorge Simões, Instituto Superior Politécnico Gaya, PortugalRebeca Díaz Redondo, Universidad de Vigo, SpainAna Fernández Vilas, Universidad de Vigo, Spain
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM 1
A Social Gamification Framework for a K-6 Social Network
Motivations for research in Game-based Learning and
Gamification of Education.
How Game-based Learning has been applied in schools.
Gamification and Social Gamification: definitions.
Research guidelines and main features for a social
gamification framework.
Applying social gamification in a social learning
environment.
Conclusions and Future work.
23rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Young people today grow up immersed in a myriad of digital devices, thinking and processing information in a radically different way from their predecessors.
33rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
They share common interests…... They need new ways of learning that are more interactive, participative, engaging and individualized.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
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Young people like
videogames
Young people don’t
feel motivated by school
and
We got students engaged in
school activities
Solution ?
Game-based Learning
Use videogames in schools
Teachers face a problem
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Approaches to Game-based Learning:
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• Using commercial off-the-shelf videogames
• Contents are limited and may not be complete and accurate
• Require large budgets to compete in quality with commercial videogames
• Need for teachers with expertise in game design and game development
• Using serious games
• Put students building their own games
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Another approach …
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Young people like
videogames
Young people don’t like school
and
We got students engaged in
school activities
Gamification of Education
Solution ?Using game
elements in learning activities
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Gamification
8
The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.
(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. In Proceedings of MindTrek 2011 and Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior (2010) )
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
9
http://www.gartner.com/hc/images/215650_0001.gif
Gartner Hype Cycle
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
10
Before 2010 the word “gamification” had never been searched into Google
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Social Gamification
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The use of game design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors.
Gamification
Social Gamificatio
n
Video games
Social Games
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Gamification
12
The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
“… game design elements …”
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also known as …
“Game mechanics”
“Game dynamics”
“Frameworks”
“Gameplay
mechanics”
“Game thinking”
“Game attributes”
“Game metaphors”(list of game mechanics in http://gamification.org/wiki/Game_Mechanics)
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
“… non-game contexts …”
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Education:
• High potential for the application of gamification.
• Schools already use several game elements:
Points for completing assignments Points translate to badges (grades) Rewards for desired behaviors Punishments for undesirable behaviors New level at the end of an academic