GAD Project�Game creation in augmented reality enhancing professional digital skills
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Design of motivating tasks
TABLE OF CONTENTS
MOTIVATION
SELECTION OF CONTENT
TEACHING ROLE(S)
DIGITAL LEARNING AND MOTIVATION
01
02
05
06
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03
04
CHOICE OF AN APPROPIATE CONTENT
THE METHODOLOGY(IES)
07
CONCLUSIONS
MOTIVATION
01
A phyco-force
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What is motivation?
Motivation is the FORCE/STRENGTH that impulses people to perform any kind of activity or to keep on tracking all the current Projects, such as LEARNING.
Motivation degree of individuals is NOT directly proportional to the value that the motivation trigger intends, but to the IMPORTANCE that the individual confers to it.
MOTIVATION DEGREE
🡪 PSICO-SOCIAL HABILITIES OF LECTURERS
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MOTIVATION PILLARS
FEELINGS
GOALS/ACHIEVEMENTS
BALANCE SPHERES
PERSONAL
SOCIAL
PROFESSIONAL
SELF-CONCEPT
FIGURE SOURCE: Pura, Justine Jude & Haga, Kai-yin. (2021). Linking Motivation and Employee Engagement through Gamification in Remote Working. 10.13140/RG.2.2.12413.69604.
MASLOW’S HIERARCHY OF NEEDS
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MOTIVATION PILLARS
MC CLELLAND’S THEORY OF NEEDS
[DEBATE]
HOW CAN WE PURSUE AN EQUILIBRIUM BETWEEN OUR TEACHING GOALS AND THEIR MOTIVATION NEEDS?
FIGURE SOURCE: SLIDESALAD
MOTIVATION PERSPECTIVES
EXTRINSIC MOTIVATION
POSITIVE MOTIVATION
Extrinsic motivation refers to the fact that motivational stimuli come from outside the individual and from outside the activity.
Therefore, the motivating aspects are external rewards such as money or recognition from others.
Positive motivation refers to the process by which an individual initiates or maintains adherence to a behavior thanks to obtaining a positive reward, whether external or internal (for the pleasure of the activity)
NEGATIVE MOTIVATION
Negative motivation refers to the process by which a person initiates or maintains adherence to a behavior to avoid an unpleasant consequence, both external (punishment, humiliation, etc.) or internal (avoid the feeling of frustration or failure).
INTRINSIC MOTIVATION
Intrinsic motivation refers to motivation that comes from within the individual rather than from any external reward.
It is associated with the desire for self-realization and personal growth, and is related to the pleasure that the person feels when performing an activity, which allows a person to be in a "State of Flow" when performing it.
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MOTIVATION PERSPECTIVES
The beginning and bottleneck stages of learning could be guided by extrinsic motivation. Once it became autonomous, extrinsic incentives would be unnecessary, but turned to autonomous learning. Both intrinsic and extrinsic motivation would complement one another. On the other hand, learning also requires some driving force and extrinsic motivation as it is common to learn for parent expectation, added objectives, and acquisition of some incentives. Learning motivation is a mediator between stimulation and Reaction
SOURCE: Block, L., Jesness, R., & Schools, M. P. (2013). One-to-One Learning with iPads: Planning & Evaluation
of Teacher Professional Development. College of Education, Leadership & Counseling. University of ST.Thomas Minnesota.
[DEBATE]
HOW DID YOUR TEACHERS ADDRESS YOUR MOTIVATION? AND HOW THIS CAN AFFECT TO YOUR TEACHING PROCESS?
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KEYS TO KEEP MOTIVATION
CONTENT
CONTEXT
METHODOLOGY
TEACHING ROLE
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SELECTION OF CONTENT
02
Tips, observation, empathy and common sense
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SELECTION OF CONTENT
CALL FOR ACTION!
The key is to buid knowledge into the students brain by means of experiencing the importance of the contents
Therefore, there is a call for action considering the design of TASKS, in which students are proactive and dialoguing with the contens from varied perspectives.
CONSTRUCTIVE ALINGMENT
Learning outcomes – Content curricula- Methodologies – Assessment have to be connected by TASKS during the whole teaching-learning experience.
DEEPNESS AND DIFFICULTY
The allocation of tasks within the didactics has to well thought considering the expected cognitive demands to the students, looking for a progressively increasing competence.
CALL FOR ACTION
FIGURE SOURCE: rexingsuper4th, from Dale, 1960
DO NOT OVER-JUMP STAGES
CREATE PROACTIVE ENVIRONMENTS
CALL FOR (REAL) ACTION
DEEPNESS AND DIFFICULTY
CHOICE OF AN APPROPIATE CONTEXT
03
Learning is not just remembering concepts, but conceiving an everlasting memory
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CHOOSE AN APPROPIATE CONTEXT
NARRATIVE
The learning experience needs to be held by an environment, characters/protagonists, and demanding situations. These elements confer the narrative, and is essential under the gamification principles, as will be deply approached in next module.
CLOSE-TO-REAL ENVIRONMENT
Connection to curricula has to be
framed into a close-to-real environment, by means of simulated learning environments, and situations.
SIGNIFICANT RESULTS
Results of the tasks have to be significant for the learner, the teacher, and the stakeholders [ other students, VET community, families, internship holders…] Those results need to express value and benefit.
Figure source: Freepik
THE METHODOLOGY(IES)
04
The HOW to get the WHAT
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METHODOLOGY(IES)
ACTIVE METHODOLOGIES
They are strategies that conceive learning as an integrative and constructivist process and, not only receptive, where the formation and construction of knowledge are oriented to the active participation of students through given opportunities and conditions (scenarios, activities, cases, problems, etc. .) by teachers.
ACTIVE METHODOLOGIES want the students to:
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METHODOLOGY (IES)
RECOMMENDED ACTIVE METHODOLOGIES
Project-based learning
Service learning
Flipped teaching
Problem-based learning
Case-based learning
Design thinking
…
PROJECT-BASED LEARNING
Teaching-learning model based on the use of authentic and realistic projects, based on a highly motivating and engaging question, task or problem, directly related to the context of the profession, through which students develop skills in a collaborative approach in search for solutions
ACTIVITY BOOSTER
Gamification + narrative
[DEBATE]
WHAT DO YOU THINK ABOUT THIS SENTENCE?
«I ALWAYS USE THE SAME METHODOLOGY BECAUSE IT IS THE BEST»
TEACHING ROLE(S)
05
Not content transmitters any more…
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TEACHING ROLE(S)
T-PACK MODEL
Understanding the connections and interactions between and among content knowledge (subject-matter that is to be taught), technological knowledge (computers, the Internet, digital video, etc.), and pedagogical knowledge (practices, processes, strategies, procedures and methods of teaching and learning) to improve student learning
SOURCE: Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers college record, 108(6), 1017-1054.
MOTIVATION
PSICO-SOCIAL NEEDS
EMPATHY
DIDACTICS
METHODOLOGIES
TASK DESIGN
TEACHING ROLE(S)
FROM LECTURERS TO FACILITATORS
The term ‘facilitator’ is used by many authors to describe a particular kind of teacher, one who is democratic (where the teacher shares some of the leadership with the students) rather than autocratic (where the teacher is in control of everything that goes on in the classroom), and one who fosters learner autonomy (where students not only learn on their own but also take responsibility for that learning) through the use of group and pair work and by acting as more of a resource than a transmitter of knowledge.
[DEBATE]
IS YOUR PROFILE BALANCED UNDER THE TPACK MODEL? WHAT DO YOU NEED?
[DEBATE]
ARE YOU A FACILITATOR?
WHAT DO YOU NEED?
DIGITAL LEARNING AND MOTIVATION
06
Connecting people, engaging learning, raising futures
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DIGITAL LEARNING AND MOTIVATION
It emphasizes that learners could learn by extracting some
digital teaching material contents. The so-called digital teaching material contents refer to e-books, digitalized data, or contents presented with other digital methods.
DIGITAL TEACHING MATERIALS
DIGITAL DELIVERY
It emphasizes that learners’ learning activity could be delivered through
the Internet, e.g. intranet, internet, and satellite broadcasting.
DIGITAL TOOLS
It stresses on learners proceeding learning activity through digital tools, such as desktop computers, notebook computers, tablet computers, and smart phones.
SOURCE: Keane, D. T. (2012). Leading with Technology. The Australian Educational Leader, 34(2), 44
AUTONOMOUS LEARNING
It focuses on learners engaging in online or offline learning activity through digital learning by themselves. It stresses on personal autonomous learning and requires the participation of learners with autonomous learning to precede learning activity
[DEBATE]
WHEN YOU THINK IN DIGITAL LEARNING, WHICH PILLAR DO YOU CONSIDER MORE IMPORTANT?
MOTIVATION PERSPECTIVES
[DEBATE]
WHY DO YOU THINK AUGMENTED REALITY CAN POSITIVELY INFLUENCE MOTIVATION AND LEARNING?
SOURCE: Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic Review of Research and Applications. Educational Technology & Society, 17 (4), 133–149
AUGMENTED REALITY, GAMIFICATION AND MOTIVATION
KEEP ALERT!
A SPECIFIC MODULE ON GAMIFICATION WILL BE DELIVERED!
SOURCE: Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied Sciences, 12(13), 6809.B
The use of augmented reality applications enriched with gamification elements resulted in increasing students’ engagement, motivation, active participation, knowledge acquisition, focus, curiosity, interest, enjoyment, academic performance, and learning outcomes.
Furthermore, positive behavioral, attitudinal, and psychological changes were demonstrated. The overall experience and impact of their combination was positively viewed and assessed by both students and educators.
Gamification elements had a significant impact on teaching and learning activities. Virtual rewards, in particular, were a vital factor in improving learning motivation and students’ engagement. Their ability to create immersive environments, which promote collaborative and personalized learning experiences, was highly regarded.
Finally, based on the analysis, the use of gamification elements and augmented reality technology contributed significantly to promoting and enhancing students’ cognitive and social–emotional development
CONCLUSIONS
07
Learning is not just remembering concepts, but conceiving an everlasting memory
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CONCLUSIONS
MOTIVATED TRAINERS FOR MOTIVATED LEARNERS
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CALL FOR (YOUR) ACTION !
[TASK 1]
BRAINSTORMING ABOUT THE TOPIC/S TO ADDRES IN LESSONS + QUIZZES
[TASK 2]
CONSTRUCTIVE ALIGNMENT WITH CURRICULA + DEEPNESS OF KNOWLEDGE (BLOOMS TAXONOMY)
[TASK 3]
SELECT THE CONTEXT AND THE NARRATIVE (ENVIRONMENT, CHARACTERS, INTERACTIONS)
REFERENCES
Videos
TED TALK - Motivation, self-regulation and learning how to learn, Heidi Ashton
TED TALK – Intrinsic motivation: the key to revolutionize education, work and life, Behrouz Moemeni
Scientific papers
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied Sciences, 12(13), 6809.B
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality Trends in Education: A Systematic Review of Research and Applications. Educational Technology & Society, 17 (4), 133–149
Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for teacher knowledge. Teachers college record, 108(6), 1017-1054
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THANKS!
Universitat de València
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+34 963544319
idiqma@uv.es
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