

Gamification
Presentation
•
Instructional Technology, Education
•
University - Professional Development
•
Medium
Joanna Thanasi
Used 14+ times
FREE Resource
13 Slides • 11 Questions
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ITEC 860
Abigial Titus, Joana Thanasi, Angie Pineda
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Learning Objectives
After completion of this course, students will be able to do the following:
Define ‘gamification’
Differentiate between Game-based learning and Gamification
Discuss the benefits of gamification in online learning
Distinguish the elements of gamification
Explain the limitations of gamification in online learning
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4
Multiple Choice
Gamification is...
the use of design elements characteristic for games in non-game contexts
using games as a learning tool
take an existing game and tailor it to suit the students' needs
the instruction with realistic game experiences
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Gamification vs. Game-Based Learning
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Multiple Choice
A Math teacher has developed a point structure that is presented on a leaderboard and has divided different concepts into levels, allowing students to progress at their own pace, independently of their classmates.
Gamification
Game-based learning
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Multiple Choice
The "Level Up, Calgary" initiative, challenged all K-12 students to compete against their peers to reimagine and redesign Calgary's downtown core. They used Minecraft: Education Edition's immersive environment to connect with one another, find community partners, and eventually participate in an urban planning process.
Game-based learning
Gamification
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Multiple Choice
Teacher vs. Class: Students must follow a rule set by the teacher. When a student respects the rule, the Class receives a point. When a student fails to follow a rule, the teacher earns a point. If the Class wins, there is a reward, such as a one-minute dance party, extra recess time, or fewer homework assignments.
Gamification
Game-based learning
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Multiple Choice
Divide students into small groups with pads of paper, or stand up at the front and play as a class. Think of a word and put down one blank space for each letter. Have students guess letters, and write them in the blank spaces if they’re correct. If they’re incorrect, add another part to your stick figure.
The game ends when students have either guessed the correct word or the hangman is complete!
Gamification
Game-based learning
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Click the Next button to learn more...
Gamification Elements include...
Achievement
Rewards
Story
Time
Personalization
Microinteraction
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Multiple Choice
The sense of progression motivates continued effort. Leaderboards provide a social status element, as do points and badges. What game element does this describe?
Rewards
Time
Achievement
Microinteraction
Story
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Multiple Choice
From selecting and customizing an avatar to choosing the look-and-feel options (e.g., a dreamy theme or a bright color theme), accommodate individual preferences. What game element does this describe?
Achievement
Rewards
Story
Time
Personalization
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Match
Match the following Game Elements to their examples.
Achievement
Rewards
Story
Time
Personalization
Points, Badges, Leveling, Certificates
Collectibles, Bonuses, Power-ups
Narrative, Quest, Journey
Countdown, Schedule
Avatar, Character naming, interactive conversation
Points, Badges, Leveling, Certificates
Collectibles, Bonuses, Power-ups
Narrative, Quest, Journey
Countdown, Schedule
Avatar, Character naming, interactive conversation
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There are three key advantages of gamifying your e-learning content...
What are they?
Continue to the next page to learn more...
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Multiple Select
After completing the reading, what are advantages of gamifying e-learning content?
Gamification makes learning less intimidating
Gamified learning gives students a better grade
Gamified learning increases motivation to learn
Gamification improves your e-learning content's user experience
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Integration of Gamification into Course Design: A Noble Endeavor with Potential Pitfalls
Deborah Moore-Russo, Andrew Wiss & Jeremiah Grabowski, College Teaching
Academic Article:
Extra Credits, YouTube
Pros and Cons of Gamification Garima Gupta, eLearning Industry
Blog:
Gamification has limitations too. Review one of the following resources to see the potential weaknesses of this approach:
Quippy Video:
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Limitations
Extrinsic VS Intrinsic Motivation
Budget limitations
Competition
Quizzes masked as games
Weak connections to learning outcomes
Users unfamiliarity with systems that create a barrier to learning
"different wrapping around the same gift" (i.e. points = grades)
Large amount of instructor's time required
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Audio Response
Briefly reflect on the potential how you might be able to use gamification in your context and what the limitations might be?
BONUS: This will get your wheels turning on this weeks discussion post.

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Conclusion
Gamification is becoming a bigger and bigger part of our "screen lives."
It has unlimited possibilities in classrooms and other settings, but as with all other teaching techniques it requires intentional application and strategic use.
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Don't Forget!
After completion of this module..
Complete the reflection in the shared google doc
Participate in this week's discussion post (4 posts required)
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Open Ended
Please type your name to receive credit for participation.
ITEC 860
Abigial Titus, Joana Thanasi, Angie Pineda
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