GAD Project �Game creation in augmented reality enhancing professional digital skills
By the GAD Erasmus+ Partnership
TABLE OF CONTENTS
GAMIFICATION
GAME
GAMIFICATION IN EDUCATION
REFERENCES
01
02
03
04
Pillars and definitions
Educational value
Benefits of using this methodology in the educational field
In-depth materials
GAMIFICATION
01
Pillars and definitions
What is gamification?
Gamification is adding game mechanics into non game environments to encourage the implementation of an activity or the acquisition of behaviors. The principle behind gamification is quite simple: if we have fun we achieve greater results. The level of engagement and motivation as well as the outcomes achieved increase by adding points, challenges and rewards to an activity making it a lot funnier.
AREAS OF APPLICATION
EDUCATION
MARKETING & BUSINESS MANAGEMENT
Aims:
Increasing productivity
Developing knowledge and skills
Enhancing learning
SPORT & WELL-BEING
ORIGINS
FIRST USES
The term was used for the first time in 2003 by Nick Pelling, an English game programmer, but it became popular in 2010 when it was used by another game designer, Jesse Schell, during a conference at D.I.C.E.(Design, Innovate, Communicate, Entertain)
https://www.ted.com/talks/jesse_schell_when_games_invade_real_life
DEFINITIONS
Among the definitions considered more exhaustive by experts in the field we find:
Gabe
2011
Werbach, Hunter
2012
Deterding
2011
the process of using game thinking and game dynamics to engage audiences and solve problems.
the use of game elements and game-design techniques in non-game contexts
the use of game design elements in
non-game contexts
Burke,
2014
the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals
MECHANICS AND REWARDS
Mechanics and rewards are the main tool to put gamification into practice. Among the most used ones there are:
• Game levels
• Points,badges and bonuses
• Timed objectives
• Rankings
• Challenges and missions
• Bonuses
MAIN FEATURES
Image taken from the website: https://www.growthengineering.co.uk/19-gamification-trends-for-2022-2025-top-stats-facts-examples/
GAME MECHANICS
While splitting a process in different levels helps define the individual objectives and increase motivation, the award of prizes and badges gives students/employees the opportunity to receive a live feedback on their performance. In addition, the points and players ranking mechanism promotes a healthy competition.
PURPOSE OF USE
GAME
02
Educational value and methods of use
The value of games
Games have always been part of human life. In fact, there is no country or age in which people haven’t played and it is a cultural and social phenomenon. It performs multiple function in the process of personal growth, reaching different areas:
What happens when we play?
Mikaly Csikszentmihalyi claims that players experience a rapture/abduction: the psychologist uses the expression “flow experience”, a favorable experience where the person is completely absorbed by the activity that he/she is carrying out with pleasure. The conditions that make the flow possible are: an achievable task, with a specific objective and with an instant feedback.
EDUCATIONAL VALUE
Respecting the rules
Learning social and behavioural rules
Defining the personal identity
Getting over a defeat
Cooperation and socialisation
Achieving the objectives
Express oneself
Developing creativity and imagination
GAMES IN THE PROCESS OF GROWTH
PEDAGOGICAL INSIGHTS
The educational aims of games have been highlighted by scholars like Maria Montessori, Rosa Agazzi, John Dewey and Friedrich Froebel. In addition the right to play is part of the UN Declaration of the Rights of the Child, 1959:
«The child shall have full opportunity for play and recreation, which should be directed to the same purposes as education; society and the public authorities shall endeavour to promote the enjoyment of this right»
GAMIFICATION IN EDUCATION
03
Benefits of using this methodology in the educational field
USE STRATEGIES
REVERSED ASSESSMENT
POINT-BASED WORKFLOW
Generally we tend to rank students starting from the highest grade and then subtracting points for each error. This is the opposite of what happens in a gamified school system where grades go from bottom to top. For example, if in the normal school system students are rated 100-0, a gamified teaching system would include a grading system ranging from 0 to 100.
This is due to the fact that the results are based on the work done by the student. If students are rewarded with the sense of adding points towards the final score instead of taking points away from a perfect starting grade, they will feel more motivated.
The scoring system shared by video games and sports leads students to compete to collect points until time runs out. This same principle can be used in educational gamification by assigning points to introduce some healthy competition and to develop skills related to the world of work.
BADGES E ACHIEVEMENTS
Intermediate results are included in video games, which gives us the possibility, once achieved, to complete real games and earn rewards for our actions. The same principle can be used to educate and reward pupils for good behavior or profitable productivity.
BENEFITS
Gamification segments the educational program into consecutive levels and meets the needs of growth, activity, self-esteem
Error is no longer a discouraging definition but an impulse to try again
Games guarantee wide spaces of freedom, personalization and choice, in addition it makes progress immediately visible
An evaluation based on the games score has the advantage of providing immediate feedback
Learning is a continuous process of confirmations and adjustments
REFERENCES
04
In-depth materials
REFERENCES
Videos:
Conference at D.I.C.E.- Jesse Schell
Articles:
19 GAMIFICATION TRENDS FOR 2022-2025: TOP STATS, FACTS & EXAMPLES
Using gamification in learning with Brian Burke
Research papers:
Gamification: Toward a Definition
Gamification as Online Teaching Strategy During COVID-19: A Mini-Review
Gamification as a tool for engaging student learning: A field experiment with a gamified app
Using Gamification in Education: A Systematic Literature Review
Gamification for student engagement: a framework