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Transcript

Elena Pérez Barrioluengo

BRINGING LEARNING TO LIFE THROUGH GAMIFICATION #gamification

GAMIFICATION ??

We have all heard about gamification but...what is the meaning of gamification?

The origin of gamification is not in the educational context but in business and marketing.

THE ORIGINS

The Fun Theory “Fun can obviously change behaviour for the better” The Piano Staircase at the Odenplan subway in Stockholm, Sweden. Each step of a staircase in the subway was setup to play a musical note when it was stepped on.

A great idea from the Microsoft team to learn how to use the mouse without even realizing it. The game was actually created to familiarize computer users with the 'drag and drop' feature of the mouse. . Solitaire is a card game that has existed since the late 1700s and is the oldest Windows game and dates back to the 3.0 version released in 1990. Microsoft say that Windows developers wanted users to develop speed and precision when using the mouse and making left and right clicks a natural habit.

The classic Windows solitaire

GET READY TO DANCE

In today’s digital generation, gamification has become a popular tactic to encourage specific behaviours and increase motivation and engagement. It is now being implemented in many educational programs, helping educators find the balance between achieving their objectives and catering to evolving student needs.

DEFINITIONS The term gamification was introduced by the British game designer Nick Pelling in 2002, who defined it as "the application of game metaphors to real-life tasks that influence behaviour and improve people's motivation and involvement".

And the one considered the most complete by Karl Kapp: "the use of game mechanics, its aesthetics and game thinking to involve people, motivate action, promote learning and solve problems".

Sebastian Deterding offers us a very simple definition: "the use of game elements in non-ludic contexts".

What is gamification in education? As you know, this is one of the most "fashionable" methodologies nowadays. #flipped classroom #designthinking #projectbasedlearning #cooperativelearning

GAME BASED LEARNING

TERMS THAT ARE OFTEN CONFUSED WITH GAMIFICATION

EFFECTIVENESS

STRUCTURE

GAMIFICATION

GAMIFICATION

ELEMENTS

GAME DYNAMICS GAME MECHANICS COMPONENTS AESTHETICS NARRATIVE

POINTS

RANKING

FEEDBACK

PLAYER LEVELS

COLLECTIONS

Game DYNAMICS are the basic mechanisms used to deliver a reasonably predictable desired outcome by encouraging certain behaviour through a system of feedback.

Game Mechanics

Game Mechanics are the procedures and rules of the game. They describe the goal of your game, how players can and cannot try to achieve it, and what happens when they try.

COMPONENTS

Components are the specific applications that are added to the activity: avatars, badges, maps, achievements, rewards, gifts... They are directly related to the aesthetics of the game and the rest of the elements.

AESTHETICS

While the components, mechanics and dynamics would focus on the "what" of our gamified structure, the aesthetics of the game would focus on the "how" of it. We talked about aesthetics as the "art" within the design of a gamified experience: colors, environments, badges, characters, shapes, points style, graphic interface...

NARRATIVE

The aspect that will most influence the success or failure of a gamified structure is its narrative. It is the most artistic and creative part of all.

REFERENCES 1. Bartle, Richard A. (2003). Designing Virtual Worlds; Indianapolis, New Riders. 2. Schell, Jesse. (2008). The art of game design : a book of lenses. Amsterdam; Boston: Elsevier/Morgan Kaufmann. 3. Deterding, Sebastian, et al. (2011). Gamification: Toward a Definition. 4. Kapp, K. (2012). The gamification of learning and instruction (13th ed.). San Francisco: Pfeiffer. MORE...