Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
SlideShare a Scribd company logo
“Introduction to Gamification vs.
Game-Based Learning (GBL):
Make an Engaging Classroom!”

Sherry Jones
sherryjones.edtech@gmail.com
September 17, 2013
http://bit.ly/gamifyvsgbl
“Introduction to Gamification vs. Game-Based Learning (GBL): Make an
Engaging Classroom!” by Sherry Jones is licensed under a Creative
Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
Gamification and Game-Based
Learning (GBL) are NOT the Same!
Although you may have heard or seen the terms
Gamification and Game-Based Learning (GBL) used
interchangeably, I need to emphasize that they are 2 very
different approaches to imbuing social situations with
game-like experiences. We must first address the theory
and methodology behind Gamification and GBL in order to
understand why the 2 different approaches are gaining
steam in the field of education.

Ready? Let’s Go!
What is Gamification?
“Gamification typically involves applying game design
thinking to non-game applications to make them more
fun and engaging . . . . Gamification can potentially be
applied to any industry and almost anything to create fun
and engaging experiences, converting users into players.”

-- Gamification.org
In Education, Gamification is . . .
Using game design
principles to change non
game-like classrooms into
fun and engaging gamelike environments, for the
purpose of motivating
and changing learner
behaviors.

Some principles . . .
● Points
● Levels
● Challenges
● Quests
● Rewards
● Leaderboard
● Achievement Badges
● Feedback Loops
● Progress (Status Bar)
Why Gamify?
“Gamification techniques
strive to leverage people's
natural desires for
competition, achievement,
status, self-expression,
altruism, and closure”
(Wikipedia).

Gamification Encourages:
● Fun
● Intense Focus
● Competitiveness
● Collaboration
● Camaraderie
● Retention
● Mastery (Fail often until
problem is solved)
● Meaningful Choices
● Productivity
● Joyful Optimism
● Creativity/Exploration
Gamification is Everywhere!
“By 2014, more than 70 percent of Global 2000
organizations will have at least one "gamified"
application, according to Gartner, Inc. Analysts said that
while the current success of gamification is largely driven
by novelty and hype, gamification is positioned to become
a highly significant trend over the next five years.”

-- Gartner Research (Nov. 9, 2011)
Let’s See Gamification
in Action!
Linkedin Gamified (Status Bar)
Nordstrom Gamified (Exp. Points)
FourSquare Gamified (Badges)
Kickstarter Gamified (Rewards)

Neverending Nightmares by Matt Gilgenbach on Kickstarter
College Syllabus Gamified (Levels)

Lee Sheldon’s Gamified Syllabus
Gamifying Class: Benefits+Problems
Benefits
● Make Classrooms more
fun and engaging.
● Motivate Students to
complete activities.
● Help Students focus and
be more attentive to
what they are learning.
● Allow Students engage in
friendly competitions
with peers.

Problems
● Gamification can
become become
predictable and boring.
● Poorly designed
gamified activities can
seem meaningless (if
learning objectives are
not well defined or
met).
● Gamification can seem
manipulative (ethical
questions arise).
Your Turn: It’s Gamification Time!
1. Describe 1 lesson that you regularly give in
class.
2. Explain how you would gamify that lesson with
1-2 principles below:
● Points; Levels; Challenges; Quests; Rewards;
Leaderboard; Achievement Badges;
Feedback Loops.
3. Finally, share your gamified lessons!
What is Game-Based Learning (GBL)?
“Game based learning (GBL) is a type of game play that
has defined learning outcomes. Generally, game based
learning is designed to balance subject matter with
gameplay and the ability of the player to retain and apply
said subject matter to the real world” (Wikipedia).
In other words, game-based learning is the use of games
(analog or digital) in teaching a subject matter. The idea is
to get students to play with already made games to fulfill
a learning objective.
What is a Game, Really?

Game Definitions by Molleindustria
Why Use GBL in Education?

Why are Games Good for Learning by PIXELearning (Infographic)
Let’s See GBL in Action!
GBL Physics (Angry Birds)

The Physics of Angry Birds by Rhett Allain for Wired Science (Oct. 8, 2010)
GBL Math (Portal)

Image: http://www.rockpapershotgun.com/2007/10/09/portal-almost-within-reach/
“Math of the Game Portal” by David Wees (Oct. 3, 2011)
GBL History (Minecraft)
GBL Entire School Curriculum
GBL Cognitive Health
● Gaming Linked to Greater Emotional Well-Being
During Aging, According to Study by Alexa Ray
Corriea (March 6, 2013)
● UCSF Study Shows Gaming Makes You Cognitively
Younger by Timothy J. Seppala (Sept. 5, 2013)
● “Video Games Can Help You 'See' More” by Journal
of Attention, Perception and Psychophysics (June 12,
2013)
● Video Games May Improve Reading Skills In
Children With Dyslexia: Study by Betsy Isaacson
(March 8, 2013)
GBL Behavior Improvement
● Video Game Takes Bold Step Against Youth Suicide
by Leslie Scrivener (Sept. 13, 2013)
● Video Games Do Not Make Vulnerable Teens More
Violent by Heidelberg (Aug. 26, 2013)
● Gaming Can Inspire Healthy Behavior, Study Shows
by Elizabeth Armstrong Moore (March 20, 2012)
● The Key to Unlocking the Virtual Body: Virtual
Reality in the Treatment of Obesity and Eating
Disorders by Giuseppe Riva, PhD (March 2011)
GBL Class: Benefits+Problems
Benefits
● Turn Students into
problem solvers and selfdirected learners.
● Foster Students’ design
thinking via game
making (create better
world systems).
● Allow Students to
engage in friendly
competitions with peers.
● Help Students learn to
analyze multimodalities.

Problems
● The Instructor, as the
sole troubleshooter,
must be quite familiar
with assigned games to
teach with them.
● Assigning games
without defining clear
learning objectives
reduces class time to
playtime only.
● Technology issues (PC
vs. Console gaming)
Not All Fun Activities Are Games
“Perhaps the best way to think about games in education
is not to automatically call everything that looks like fun a
‘learning game.’ Lumping all digital game approaches
together makes no more sense than a toddler’s inclination
to call every four-legged animal a ‘doggie.’”

-- Frank Catalano, Edsurge (August 20, 2013)
Gamification vs. GBL?
● Gamification = Turn the world into a playable and
meaningful game in order to achieve specific
objectives.
● Game-Based Learning (GBL) = Apply concepts to
interpreting the meaning of existing game worlds. Or,
reframe the game worlds as a “playground” for
experimentation and analysis of concepts.
● Choose to apply Gamification or GBL to your class as
best fits your teaching objectives!
Let’s Play a Persuasive Game !

The Republia Times by Dukope
Let’s Play a Serious Game !

Acidosis by Twirlbound
Questions? Comments?

Sherry Jones
Philosophy, Rhetoric, Composition
sherryjones.edtech@gmail.com
http://about.me/sherryjones
Slideshow: http://bit.ly/gamifyvsgbl

More Related Content

Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging Classroom!

  • 1. “Introduction to Gamification vs. Game-Based Learning (GBL): Make an Engaging Classroom!” Sherry Jones sherryjones.edtech@gmail.com September 17, 2013 http://bit.ly/gamifyvsgbl “Introduction to Gamification vs. Game-Based Learning (GBL): Make an Engaging Classroom!” by Sherry Jones is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.
  • 2. Gamification and Game-Based Learning (GBL) are NOT the Same! Although you may have heard or seen the terms Gamification and Game-Based Learning (GBL) used interchangeably, I need to emphasize that they are 2 very different approaches to imbuing social situations with game-like experiences. We must first address the theory and methodology behind Gamification and GBL in order to understand why the 2 different approaches are gaining steam in the field of education. Ready? Let’s Go!
  • 3. What is Gamification? “Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging . . . . Gamification can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players.” -- Gamification.org
  • 4. In Education, Gamification is . . . Using game design principles to change non game-like classrooms into fun and engaging gamelike environments, for the purpose of motivating and changing learner behaviors. Some principles . . . ● Points ● Levels ● Challenges ● Quests ● Rewards ● Leaderboard ● Achievement Badges ● Feedback Loops ● Progress (Status Bar)
  • 5. Why Gamify? “Gamification techniques strive to leverage people's natural desires for competition, achievement, status, self-expression, altruism, and closure” (Wikipedia). Gamification Encourages: ● Fun ● Intense Focus ● Competitiveness ● Collaboration ● Camaraderie ● Retention ● Mastery (Fail often until problem is solved) ● Meaningful Choices ● Productivity ● Joyful Optimism ● Creativity/Exploration
  • 6. Gamification is Everywhere! “By 2014, more than 70 percent of Global 2000 organizations will have at least one "gamified" application, according to Gartner, Inc. Analysts said that while the current success of gamification is largely driven by novelty and hype, gamification is positioned to become a highly significant trend over the next five years.” -- Gartner Research (Nov. 9, 2011)
  • 11. Kickstarter Gamified (Rewards) Neverending Nightmares by Matt Gilgenbach on Kickstarter
  • 12. College Syllabus Gamified (Levels) Lee Sheldon’s Gamified Syllabus
  • 13. Gamifying Class: Benefits+Problems Benefits ● Make Classrooms more fun and engaging. ● Motivate Students to complete activities. ● Help Students focus and be more attentive to what they are learning. ● Allow Students engage in friendly competitions with peers. Problems ● Gamification can become become predictable and boring. ● Poorly designed gamified activities can seem meaningless (if learning objectives are not well defined or met). ● Gamification can seem manipulative (ethical questions arise).
  • 14. Your Turn: It’s Gamification Time! 1. Describe 1 lesson that you regularly give in class. 2. Explain how you would gamify that lesson with 1-2 principles below: ● Points; Levels; Challenges; Quests; Rewards; Leaderboard; Achievement Badges; Feedback Loops. 3. Finally, share your gamified lessons!
  • 15. What is Game-Based Learning (GBL)? “Game based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game based learning is designed to balance subject matter with gameplay and the ability of the player to retain and apply said subject matter to the real world” (Wikipedia). In other words, game-based learning is the use of games (analog or digital) in teaching a subject matter. The idea is to get students to play with already made games to fulfill a learning objective.
  • 16. What is a Game, Really? Game Definitions by Molleindustria
  • 17. Why Use GBL in Education? Why are Games Good for Learning by PIXELearning (Infographic)
  • 18. Let’s See GBL in Action!
  • 19. GBL Physics (Angry Birds) The Physics of Angry Birds by Rhett Allain for Wired Science (Oct. 8, 2010)
  • 20. GBL Math (Portal) Image: http://www.rockpapershotgun.com/2007/10/09/portal-almost-within-reach/ “Math of the Game Portal” by David Wees (Oct. 3, 2011)
  • 22. GBL Entire School Curriculum
  • 23. GBL Cognitive Health ● Gaming Linked to Greater Emotional Well-Being During Aging, According to Study by Alexa Ray Corriea (March 6, 2013) ● UCSF Study Shows Gaming Makes You Cognitively Younger by Timothy J. Seppala (Sept. 5, 2013) ● “Video Games Can Help You 'See' More” by Journal of Attention, Perception and Psychophysics (June 12, 2013) ● Video Games May Improve Reading Skills In Children With Dyslexia: Study by Betsy Isaacson (March 8, 2013)
  • 24. GBL Behavior Improvement ● Video Game Takes Bold Step Against Youth Suicide by Leslie Scrivener (Sept. 13, 2013) ● Video Games Do Not Make Vulnerable Teens More Violent by Heidelberg (Aug. 26, 2013) ● Gaming Can Inspire Healthy Behavior, Study Shows by Elizabeth Armstrong Moore (March 20, 2012) ● The Key to Unlocking the Virtual Body: Virtual Reality in the Treatment of Obesity and Eating Disorders by Giuseppe Riva, PhD (March 2011)
  • 25. GBL Class: Benefits+Problems Benefits ● Turn Students into problem solvers and selfdirected learners. ● Foster Students’ design thinking via game making (create better world systems). ● Allow Students to engage in friendly competitions with peers. ● Help Students learn to analyze multimodalities. Problems ● The Instructor, as the sole troubleshooter, must be quite familiar with assigned games to teach with them. ● Assigning games without defining clear learning objectives reduces class time to playtime only. ● Technology issues (PC vs. Console gaming)
  • 26. Not All Fun Activities Are Games “Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a ‘learning game.’ Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a ‘doggie.’” -- Frank Catalano, Edsurge (August 20, 2013)
  • 27. Gamification vs. GBL? ● Gamification = Turn the world into a playable and meaningful game in order to achieve specific objectives. ● Game-Based Learning (GBL) = Apply concepts to interpreting the meaning of existing game worlds. Or, reframe the game worlds as a “playground” for experimentation and analysis of concepts. ● Choose to apply Gamification or GBL to your class as best fits your teaching objectives!
  • 28. Let’s Play a Persuasive Game ! The Republia Times by Dukope
  • 29. Let’s Play a Serious Game ! Acidosis by Twirlbound
  • 30. Questions? Comments? Sherry Jones Philosophy, Rhetoric, Composition sherryjones.edtech@gmail.com http://about.me/sherryjones Slideshow: http://bit.ly/gamifyvsgbl