Diese Präsentation wurde erfolgreich gemeldet.
Wir verwenden Ihre LinkedIn Profilangaben und Informationen zu Ihren Aktivitäten, um Anzeigen zu personalisieren und Ihnen relevantere Inhalte anzuzeigen. Sie können Ihre Anzeigeneinstellungen jederzeit ändern.

Learning in Collaborative and Motivational Environments

6.685 Aufrufe

Veröffentlicht am

Engagement Strategies from Games, Gamification, and Virtual Worlds

Presentation at FDG 2015

Veröffentlicht in: Bildung
  • Eat This POTENT Vegetable To Melt Diabetic Fat. IMPORTANT: Be careful, only eat it twice a day or you will lose diabetic belly fat too fast... ★★★ http://ishbv.com/bloodsug/pdf
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier
  • There is a REAL system that is helping thousands of people, just like you, earn REAL money right from the comfort of their own homes. The entire system is made up with PROVEN ways for regular people just like you to get started making money online... the RIGHT way... the REAL way. ♣♣♣ http://t.cn/AisJWYf4
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier
  • High Paying Jobs On Facebook And Twitter... How? ➤➤ https://tinyurl.com/rbrfd6j
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier
  • Hello! Get Your Professional Job-Winning Resume Here - Check our website! https://vk.cc/818RFv
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier
  • Hi there! Essay Help For Students | Discount 10% for your first order! - Check our website! https://vk.cc/80SakO
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier

Learning in Collaborative and Motivational Environments

  1. 1. L E A R N I N G I N C O L L A B O R AT I V E A N D M O T I VAT I O N A L E N V I R O N M E N T S J O H A N N A P I R K E R J P I R K E R @ M I T. E D U G R A Z U N I V E R S I T Y O F T E C H N O L O G Y E N G A G E M E N T S T R AT E G I E S F R O M G A M E S , G A M I F I C AT I O N , A N D V I RT U A L W O R L D S F D G 2 0 1 5 - D C
  2. 2. http://gallery.carnegiefoundation.org/collections/keep/jbelcher/ T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G
  3. 3. T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G • Collaborative learning (groups from 3-9) • Desktop experiments linked to laptops • Media-rich visualisations & simulations • Personal response systems to stimulate interaction between instructor and students
  4. 4. V I R T U A L W O R L D S F O R L E A R N I N G P H Y S I C S ( O N L I N E T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G ) Details: Pirker, J., Berger, S., Gütl, C., Belcher, J., & Bailey, P. H. (2012, November). Understanding physical concepts using an immersive virtual learning environment. In Proceedings of the 2nd European Immersive Education Summit.
  5. 5. V I R T U A L W O R L D S I N C O M P U T E R S C I E N C E Details: Pirker, J., Gütl, C., & Kappe, F. (2014, March). Collaborative programming exercises in virtual worlds. In SIGCSE (p. 719).
  6. 6. – G R A H A M & W E I N E R ( 1 9 9 6 ) “In the context of academic achievement, motivational concerns would be addressed if we were to ask, for example, why some students complete tasks despite enormous difficulty, while others give up at the slightest provocation, or why some students set such unrealistically high goals for themselves that failure is bound to occur.” ”
  7. 7. L E A R N I N G W I T H G A M E S • E X P E R I E N C E T H E A C T I V I T I E S • P L AY F U L E N V I R O N M E N T S • M U LT I P L AY E R & S I N G L E P L AY E R • I M M E R S I V E E X P E R I E N C E P O S S I B L E
  8. 8. G A M I F I C AT I O N • D I R E C T I V E L E A R N I N G • I M M E D I AT E F E E D B A C K   • S H O RT A S S I G N M E N T S Details: Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification in Education and Business (pp. 253-275). Springer International Publishing.
  9. 9. S M A L L - S C A L E G A M I F I C AT I O N E X A M P L E S I N C L A S S Details: Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning: Engaging university students in computer science education. In Proceedings of the 2014 conference on Innovation & technology in computer science education (pp. 297-302). ACM.
  10. 10. 0" 20" 40" 60" 80" 100" 120" 140" 160" 180" Minutes" Timline"of"lecture"3" Lecture" 3.1."Recap"Quiz" 3.2"Concept"Ques?on" 3.3."Short"Calcula?on:"Bayes"Theorem" "3.4."Short"Calcula?on:"Ranking"1" 3.5."Short"Calcula?on:"Ranking"2" 3.6."Discussion:"Steps"of"Ranking" 3.7."Concept"Ques?on"Quiz" "3.11."Discussion:"Quality"of"Retrieval"Models" 3.12."Concept"Ques?on" 3.13."Calcula?on"Retrieval"Performance(Part1/2)" 3.14."Concept"Ques?on"Quiz:"Precision"/"Recall" 3.15."Calcula?on"Retrieval"Performance"(Part"2/2)" Details: Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning: Engaging university students in computer science education. In Proceedings of the 2014 conference on Innovation & technology in computer science education (pp. 297-302). ACM.
  11. 11. Details: Pirker, J., Gütl, C., Astatke, Y.: Enhancing Online and Mobile Experimentations with Gamification Strategies. 3rd Experiment@ International Conference.
  12. 12. E N G A G E M E N T S T R AT E G I E S - P L AY F U L A N D C O L L A B O R AT I O N
  13. 13. F U R T H E R R E A D I N G S • Pirker, J., Berger, S., Gütl, C., Belcher, J., & Bailey, P. H. (2012, November). Understanding physical concepts using an immersive virtual learning environment. In Proceedings of the 2nd European Immersive Education Summit. • Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification in Education and Business (pp. 253-275). Springer International Publishing. • Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning: Engaging university students in computer science education. In Proceedings of the 2014 conference on Innovation & technology in computer science education (pp. 297-302). ACM. • Pirker, J., Gütl, C., & Kappe, F. (2014, March). Collaborative programming exercises in virtual worlds. In SIGCSE (p. 719). • Pirker, J., Gütl, C., Astatke, Y.: Enhancing Online and Mobile Experimentations with Gamification Strategies. 3rd Experiment@ International Conference.
  14. 14. T H A N K Y O U F O R Y O U R AT T E N T I O N . J O H A N N A P I R K E R , J P I R K E R @ M I T. E D U , W W W. J P I R K E R . C O M , @ J O E Y P R I N K

×