Gamification Unplugged: Lessons for Learning Design Charalambos Vrasidas Executive Director, CARDET Associate Dean for e-learning, University of Nicosia http:// www.slideshare.net/pambos/gamification-unplugged-lessons-for-learning-design www.vrasidas.com www.cardet.org [email protected]
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Gamification Unplugged: Lessons for Learning Design
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Gamification Unplugged: Lessons for Learning Design
Charalambos VrasidasExecutive Director, CARDET
Associate Dean for e-learning, University of Nicosia
• “Literacy as I am using the term is definitely a skill. But solitary skills are not enough today. Literacy now means skill plus social competency in using that skill collaboratively” – (Rheingold, 2013, p. 4)
New Media Literacies (Jenkins)
Performance Play Simulation
Appropriation MultitaskingDistributed Cognition
Collective Intelligence
Judgment Networking
TransmediaNavigation
Negotiation
http://www.newmedialiteracies.org/
Play: The ability to capacity to experiment and explore various solutions to problems.
Performance: The capacity to embrace new identities and to explore and discover new worlds.
http://tinyurl.com/nay45jq
Multitasking: The ability to engage in multiple scans simultaneously.
http://tinyurl.com/owwgg3t
http://tinyurl.com/owyz8ar
Judgment: The ability to access, evaluate and decide on the use of various sources of information.
http://tinyurl.com/otgggjx
Important Developments in Educational Technology in European Schools
http://www.digitaltrends.com
http://tinyurl.com/a2cxtcq
Source: Debating Europe
Game Stats from the U.S.
• 58% of Americans play video games• Average age of players: 30• 62% of all gamers are adults• 68% are above 18 and older• 77% of gamers play at least one hour a week• 36% play games on their smart phone• 79 percent of parents place time limits on video
game playing, compared with 78 percent who limit Internet usage and 72 percent who limit TV viewing