course proposal
Technology-Enhanced Learning through Gamification, Purposeful Play, and Fun
PRESS START
Who is alan wu?
min lun wu 吳旻倫taiwanmsu ed psych&tech ou oh yeah dgbl research 教學相長
* what can we learn from playing games, with a purpose?* no tech is inherently good or bad. It's about intention, usage, and moderation.* critical lens / repurposing ict for learning / meet learners where they are
"we have genuine fun playing games, and we can learn from games, and teach with games"
A.wu
"almost all creativity involves purposeful play"
a.Maslow
ESA demographic76% of us gamers are over 18 yr48% of gamers identify as female average age of gamers 35 yr young pew research center 97% teen boys and 83% teen girls play games decades of research on dgbl and gamification- contemporary learning theories,motivation, game design, formal learning, 21st century skills ou 6+1 game courses & flc
numbers & research
principles of Course design
learner-centeredhybrid (f2f & online)Multiple routes to successwork based on interests deeper learning malleable mindset over skillset tech soft skills learn unlearn relearn learning should be fun assignments are Useful
gamificationDGBLActive learning self-regulation experiential personalized community of practice
pedagogypractice
theory
main learning activities
tech exploration
teach AIed
livetext digital portfolio
world of quests
EGH room 240
weekly reflection
Learning by design
world of quests(35 and counting)
cool & useful
even cooler
VR & AR coding screencasting serious games games for change chatgpt, otter ai metaverse classroom what's next?
Graphic designfloorplan maker infographics digital storytelling gravatar edu social media video conferencing interactive presentation
leaderboard the friendly one
parallel TIMELINE(evolution of games and how people learn)
2020 beyond
2000
2010
1990
oclconnectivism social (twitch, discord) fortnite vr ar mr service games season pass microtransaction
constructivism mmorpg co-op participatory culture game design simulation minecraft
cognitivism cots serious games individual formation processing
behaviorism edutainment drill & kill rote learning
rapid paper prototyping
think about the games you've played- catan.game of life.bejewled.minecraft design and draw your new game! -platform -target users -Asset (characters; objects) -Game Space (boundary) -Gameplay Mechanic (action, rules) -Win State
assetgame space play mechanic win state * learning objectives (what will players learn from gameplay and how do you assess learning outcome?)
was your game entertainment-driven or education-driven? why? reinvent your game by making it "educational" iterative design
course proposal PRESENTATION
THANKS for playing along
Tech-enhanced learning
Alan Wu
Created on February 21, 2023
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Transcript
course proposal
Technology-Enhanced Learning through Gamification, Purposeful Play, and Fun
PRESS START
Who is alan wu?
min lun wu 吳旻倫taiwanmsu ed psych&tech ou oh yeah dgbl research 教學相長
* what can we learn from playing games, with a purpose?* no tech is inherently good or bad. It's about intention, usage, and moderation.* critical lens / repurposing ict for learning / meet learners where they are
"we have genuine fun playing games, and we can learn from games, and teach with games"
A.wu
"almost all creativity involves purposeful play"
a.Maslow
ESA demographic76% of us gamers are over 18 yr48% of gamers identify as female average age of gamers 35 yr young pew research center 97% teen boys and 83% teen girls play games decades of research on dgbl and gamification- contemporary learning theories,motivation, game design, formal learning, 21st century skills ou 6+1 game courses & flc
numbers & research
principles of Course design
learner-centeredhybrid (f2f & online)Multiple routes to successwork based on interests deeper learning malleable mindset over skillset tech soft skills learn unlearn relearn learning should be fun assignments are Useful
gamificationDGBLActive learning self-regulation experiential personalized community of practice
pedagogypractice
theory
main learning activities
tech exploration
teach AIed
livetext digital portfolio
world of quests
EGH room 240
weekly reflection
Learning by design
world of quests(35 and counting)
cool & useful
even cooler
VR & AR coding screencasting serious games games for change chatgpt, otter ai metaverse classroom what's next?
Graphic designfloorplan maker infographics digital storytelling gravatar edu social media video conferencing interactive presentation
leaderboard the friendly one
parallel TIMELINE(evolution of games and how people learn)
2020 beyond
2000
2010
1990
oclconnectivism social (twitch, discord) fortnite vr ar mr service games season pass microtransaction
constructivism mmorpg co-op participatory culture game design simulation minecraft
cognitivism cots serious games individual formation processing
behaviorism edutainment drill & kill rote learning
rapid paper prototyping
think about the games you've played- catan.game of life.bejewled.minecraft design and draw your new game! -platform -target users -Asset (characters; objects) -Game Space (boundary) -Gameplay Mechanic (action, rules) -Win State
assetgame space play mechanic win state * learning objectives (what will players learn from gameplay and how do you assess learning outcome?)
was your game entertainment-driven or education-driven? why? reinvent your game by making it "educational" iterative design
course proposal PRESENTATION
THANKS for playing along