This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
1. RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY &
GAMIFICATION NIKOLA DIMITROV
2. Conceived during industrial revolution Works like a factory
Focuses on mathematics, physics and theoretical topics What about
arts, sports and fun? What about creativity?
3. We dont grow into creativity, we grow out of it. Or rather,
we get educated out of it. Sir Ken Robinson
4. Consequences Epidemic of Attention Deficit Disorder Lack of
engagement Low motivation to study Low motivation to succeed Poor
overall performance Dropouts
5. Is it the students fault??? Computers Commercials TV
Smartphones Radio Social media
6. Technological impact on education Control over knowledge and
information Student centered vs. Lecturer centered classes
Collaboration and peer-to-peer education Self passed learning
Anytime/Anyplace learning Emergence of Online and/or mobile
education
7. What do we do? Blame parents Blame media Punish them Kick
them out of class Give them drugs to focus
8. Current Challenges 1) Education techniques and Education
Tools 2) Examination & Progress monitoring 3) Demotivating
marking scheme 4) The role of the lecturer and shifting control
towards students
9. Gamification The process of game-thinking and game mechanics
to engage users and solve problems (Zickermann, Gamification by
design 2011).
10. Player types Killers 1% Focus on wining, ranks and
peer-to-peer competition Engaged by leaderboards and ranks
Explorers 10% Focus on explorations and discovery of new worlds
Engaged by obfuscated achievements Achievers 10% Focus on attaining
status and achieving goals Engaged by goals, achievements and
obstacles Socializers 80% Focus on socializing, network creation
and contact lists Engaged by news feeds, friend lists and
chatting
11. Mastery level Novice Problem solvers Experts Masters
Visionaries
12. Game mechanics Human Desires Points Levels Leaderboards
Badges Onboarding techniques Challenges and Quests Customization
Rewards Status Achievement Self Expression Competition
Altruism
13. Technology & Gamification in Industry SAP Road warrior
sales training Frequent Flyer Programs CBA: Investorville.om
Fuel/Gas/Shopping Cards Samsung Nation Credit Cards (cash back)
Redcritter (Agile management) Coupons (Groupon, Grabo.bg) Nike Plus
Linkedin Penny auction sites Foursquare Mint.com Farmville
14. Technology & Gamification in Education Microsoft Just
press play Open Study Khan Academy Udemy.com Coursera.org
Udacity.com Edublogs.org Lynda.com Bulgaria: Edukami.com
Entertraining
15. Current goals Use Gamification in the courses we teach
Prove that Gamification works Motivate and engage students Inspire
students, lecturers and people from the business Creation of an
educational framework and designing a platform that can be used
from K-12 to higher education.
16. Expected benefits Motivate student to learn Create a sense
of progression and belonging Improve average grade level and
submission rates Increase employment opportunities for students
Increase student attrition and retention levels Create positive
awareness of university and increase revenue
17. Feasibility The idea can easily be applied and tested in a
single course Issues and challenges Management of student point and
progression without a automated software will be time consuming
Focus on play rather than learning should be monitored and
controlled
18. Implementation Framework All lectures are to be
pre-recorded so that students can learn at their own pace and
repeat what they have not understood (Online and mobile platforms
will be used) Students shall not be penalized for failure but
encouraged to master theoretical concepts and practical exercises
Gamification techniques will be implemented and student status
tracked manually (due to lack of current system) Students will have
individual as well as team goals and achievements Usage of skill
points will be introduced for leaderboards, level progression,
activity unlocking and rewards
19. Future steps Innovate a course with Gamification Create a
framework for a Bachelors and Masters program Introduce a framework
to Ministry of education to reform education via technology and
Gamification Introduce and apply Gamification in Bulgarian
enterprises