During our meeting in Talavera de la Reina (Spain), June 2016, Miriam Walsh (St. John's Central College, Cork) presented this introduction to gamification to over a hundred students at CEPA Río Tajo.
3. WHAT IS GAMIFICATION?
“Gamification is the craft of deriving all the fun
and engaging elements found in games
and applying them to
real-world or productive activities”
( Yu Kai Chou, Gamification Guru)
4. WHERE DID THE WORD COME
FROM?
Nick Pelling in 2002
2010
5. STEVE BAMBURY
UNITED ARAB EMIRATES
TIZIANA SAPONARO
ITALY
DAVID WINGLER
“A well-made app based on
gamification can build affinity for a
particular subject area that a
student may have otherwise been
disinterested”
TIZIANA SAPONARO
“Gamification offers the opportunity
to experiment with rules, emotions,
and social roles”
DAVID WINGLER
JAPAN
STEVE BAMBURY
“It's about infusing game
structures within a task to foster
engagement through collaboration,
communication and competition”
6. DID YOU KNOW?
“The global market for gamification is
expected to reach $5.5 billion in 2018
and $10 billion by 2020”
(prnewswire, 2014)
19. DID YOU KNOW?
According to Duolingo in 2016
Spanish is the most common
language learnt by Irish users and
English is the language learnt by
Spanish
users of their app.
24. GAMIFYING MUSIC
LESSONS
“Students set their own learning goals. An
important step
in the process is having the students
determine
their own goals for the next lesson.
Students will begin to understand their
own pace of learning through their goals and
the improvements in their scores. Even if the
goal is still “passing” a piece, the focus is on
improvement and learning”
(Maiable Music, 2016)
27. DID YOU KNOW?
“62% stated that they would be
motivated to learn if leaderboards
were involved and they had the
opportunity to compete with other
colleagues.”
(TalentLMS, 2015)
28. THERE IS OFTEN CONFUSION…
Learning
Games
Simulation
GamesGamification
34. BADGES IN THE WORKPLACE
2009 2010 2011 2012 2013 2014 2015 2016
35. DID YOU KNOW?
“A study released in August 2014
found that nearly 53 percent of health
and fitness
apps featured at least one element of
gamification”
(National Center for Biotechnology, 2014)
36. BADGES IN EVERYDAY LIFE
09:30
Magna
Amet
05:20 AM
09:45 PM
Euismod, Ipsum
So I asked my students what they thought of gamification.
Individualisation means that some people can work ahead while others can work at their own pace. Everyone is challenged and no one gets bored. (click)
Most importantly it means NOBODY is bored (click)
Repeat until you master a skill or beat your high score.
So that was an example of team work in gamification heres another. Without the tech!
Students set their own goals and get points added or deducted.
Virtual orienteering.
Sometimes people get confused (click click) between learning games (click click) and simulation games (click click)
It is a self contained unit with some game elements and a clear beginning, middle and end.
A controlled risk environment. Practice and experience the impact of their decisions.
Over the last 100 years teachers in a few small classrooms around the world have been changing everything. Now it is time to change again and the world is our new classroom.