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GAD Project �Game creation in augmented reality enhancing professional digital skills

By the GAD Erasmus+ Partnership

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TABLE OF CONTENTS

GAMIFICATION

GAME

GAMIFICATION IN EDUCATION

REFERENCES

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02

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Pillars and definitions

Educational value

Benefits of using this methodology in the educational field

In-depth materials

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GAMIFICATION

01

Pillars and definitions

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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.

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AREAS OF APPLICATION

EDUCATION

MARKETING & BUSINESS MANAGEMENT

Aims:

Increasing productivity

Developing knowledge and skills

Enhancing learning

SPORT & WELL-BEING

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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

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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

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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

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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

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GAME

02

Educational value and methods of use

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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:

  • sense-motor area
  • affective and emotional area
  • symbolic and imagination skills
  • cognitive and learning abilities
  • communication and meta-communication activities

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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.

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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

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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»

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GAMIFICATION IN EDUCATION

03

Benefits of using this methodology in the educational field

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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.

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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

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REFERENCES

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In-depth materials

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REFERENCES

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THANK YOU

Paidea Via Coroglio, 57, 80124 Napoli NA�+39 0817352507�info@paidea.it

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