Engaging Learners Through Gamification: Tips and Strategies by Monique Harvison, MA

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Explore the world of gamification in education with Monique Harvison, a professor at Humber College. Discover the benefits, practical tools, and resources for incorporating gamification into learning. Embark on a quest to retrieve the king's lost diadem and earn rewards through this interactive workshop.


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  1. Gamification and Incentives for Learning in Dual Credits Monique Harvison, MA

  2. About Me Monique Harvison Monique.Harvison@humber.ca Professor, General Arts and Sciences Humber College Institute of Advanced Technology and Learning

  3. Agenda 1. Introduction: This Workshop is a Game! 2. What is Gamification? 3. Benefits of Gamification 4. Practical Tools for Gamification 5. Resources

  4. Oh my, Oh my, what s this? what s this? You ve been You ve been summoned by summoned by the king for the king for an important an important quest! quest!

  5. The King has chosen The King has chosen you to retrieve his to retrieve his lost diadem lost diadem Though the journey Though the journey will be arduous and will be arduous and long, you nobly long, you nobly accept. accept. Your adventure Your adventure awaits! awaits! +10 pts

  6. This Workshop is a Game! Rewards Font Colour Upgrades! Wardrobe Items Unlocked Uber Eats Gift card for highest-scoring participant! Font Colour Rewards 0 pts: Level 1 20 pts: Level 2 40 pts: Level 3

  7. Your Character! Your Character! Level 1 0 pts Level 2 30 pts Level 3 70 pts

  8. What is Gamification? Gamification is the application of games or game-like elements to non- game contexts.

  9. What is Gamification? Elements of Gamification: Points & Rewards Levels Leaderboards Progress tracking Challenge Playfulness Randomness (Gallego-Dur n, Villagr -Arnedo et al., 2019)

  10. In what ways have you implemented games into your teaching? +20 pts for whiteboard participation

  11. Wardrobe Items Wardrobe Items Unlocked! Unlocked! Level 1 0 pts 30 pts Level 2 Level 3 70 pts

  12. The sun is now setting. a vast The sun is now setting. a vast expanse of dark forest lays expanse of dark forest lays before you. You wander inside before you. You wander inside

  13. And a ferocious And a ferocious monster attacks monster attacks you!!! you!!!

  14. Answer correctly or be bitten by Answer correctly or be bitten by this Warthog! this Warthog! - -10 pts 10 pts / /+10pts +10pts

  15. Impact of Gamification Learning and Performance Participation Engagement Motivation See: Campillo-Ferrer et. al, 2020; Ofosu-Ampong, 2020; and Molina-Carmona et. Al, 2020

  16. You Stumble upon an You Stumble upon an ancient tomb ancient tomb

  17. You wander inside and discover You wander inside and discover a treasure chest in the corner a treasure chest in the corner with a rusted lock with a rusted lock

  18. You open the chest and You open the chest and could it be? It s the King s Lost it be? It s the King s Lost Diadem!! And something else Diadem!! And something else could + Lost Diadem! + 30 pts if your RPT# is an odd # (or N/A!)

  19. Wardrobe Items Wardrobe Items Unlocked! Unlocked! Level 1 0 pts 30 pts Level 2 Level 3 70 pts

  20. Practical Gamification Tools Platforms ClassCraft Seppo Socrative Your LMS? Tools Kahoot! Gimkit Quizlet Mentimeter (Goshevski, Veljanoska and Hatziapolou, 2017)

  21. Conclusion What is Gamification? Benefits of Gamifying Practical Tools

  22. After wandering After wandering for days on end, you for days on end, you finally reach the finally reach the castle. castle. You are ready to You are ready to celebrate your celebrate your victory! victory!

  23. And the following hero And the following hero is named victorious! is named victorious!

  24. Whats this? we have a tie! What s this? we have a tie! There is only one option: We There is only one option: We must settle this with a duel! must settle this with a duel! What two elements of gamification What two elements of gamification are the MOST motivating for are the MOST motivating for students? students? A) Quests A) Quests b) Leaderboards and Progress Bars b) Leaderboards and Progress Bars C) Rewards C) Rewards D) Badges D) Badges

  25. References Campillo-Ferrer, Jos -Mar a, et al. Gamification in Higher Education: Impact on Student Motivation and the Acquisition of Social and Civic Key Competencies. Sustainability, vol. 12, no. 12, 2020, p. 4822., doi:10.3390/su12124822. Gallego-Dur n, Francisco J., et al. A Guide for Game- Design-Based Gamification. Informatics, vol. 6, no. 4, 2019, p. 49., doi:10.3390/informatics6040049.

  26. References (continued) Molina-Carmona, Rafael, and Fara n Llorens-Largo. Gamification and Advanced Technology to Enhance Motivation in Education. Informatics, vol. 7, no. 2, 2020, p. 20., doi:10.3390/informatics7020020. Ofosu-Ampong, Kingsley. The Shift to Gamification in Education: A Review on Dominant Issues. Journal of Educational Technology Systems, vol. 49, no. 1, 2020, pp. 113 137., doi:10.1177/0047239520917629.

  27. References (continued) Saran, Murat, et al. 9th Annual International Conference on Computer Science Education: Innovation and Technology. 2018. ResearchGate.

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