This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI Education Research Laboratory in Tanjung Malik, Perak, Malaysia on May 6th 2016
It explores the role of gamification and the impact of technology in the areas of education and health/well-being
4. What is Gamification?
● Mechanics & Human Psychology
● Challenges
● Chance and Uncertainty
● Goals and Objectives
● Rules, Rewards and Penalties
● Actions & Consequences
● Measurement & Feedback
● Progress & Development
● Intrinsic & Extrinsic Motivation
Every Single Human Activity is a Game in which we can be Players or Spectators
It is embedded in our DNA to develop through playing games
5. The Education Challenges
How do we equip the children of
today with the knowledge, life
skills and personal attributes to
survive and prosper in a world
which is rapidly changing?
How can we build a sustainable
future in a world in which much of
what once required human
intelligence and skill will in future
be controlled by technology?
6. The Challenges and the Role of Technology
in Education & Learning
● We need adapt learning strategies to the needs of the future society
● We need to recognise that individuals will have many different careers in
their lifetime
● We need to harness the power of technology to augment and enhance
humanity not replace humans with machines
● We need to encourage active citizenship, lifelong learning and a desire to
build a better world
● We need to help students manage personal relationships
● We need to equip students of all ages with the ability to be successful in
the game of life
7. The Health & Well-Being Challenge
The Ageing Society Challenges the Sustainability of Health Services
8. The Ageing Society and Health
Lifestyle Related conditions require serious intervention to change behaviour
9. The Challenges and the Role of Technology
in Health and Wellbeing
● We need to influence lifestyle behaviours as early as possible to avoid
health problems in later life
● We need to incentivise all ages and generations to better exercise and
eating habits
● We need to create the best possible social, political, economic and
environmental conditions to support healthy living
● We need to harness the power of technology to educate and develop the
right skills for 21st century living
● We need to balance technology with humanity
10. The Past, Present and Future of Learning
Impact of Technology on Society and Health
How we Learn
What we Learn
Who we Learn from
11. Education Scenario in the 1960s
● Knowledge and skills acquired from human
beings
● Competence periodically assessed and
recorded by human beings
● Knowledge and curriculum rarely changed
● Learning stopped at University followed by
job training
● Students prepared for a career for life
● Students channeled into a discipline
● Hierarchical society with career
progression based on experience
● University degree guarantees job
12. Role of Teachers in 1960s
● Transfer knowledge
● Apply discipline
● Prepare for exams
● Assess students
● Provide feedback
● Inspire and Motivate
● Coach and Mentor
13. How do we Learn ?
If we need to know something we call on the services of a subject matter expert
14. Which Expert Shall We Ask ?
Will they know ? Are they available ? Can I trust them ? How much will it cost ?
Today the expert available 24/7 with quick access is the Search Engine
17. The Millennium Virtual Classrooms
As data communications improved virtual classrooms extended the reach
of Subject Matter Experts through online virtual classrooms
19. Benefits of Computer Based Education
● Cost Effective
● Always accessible
● Consistent answers
● Hyperlink connections to more detail
● Massive pool of knowledge
● Global Reach
The focus of 1st generation CBE is on knowledge transfer and access to information
20. Is this Enough ?
Digital Natives demand and need more than instant access to knowledge
21. Teach me to Swim
Learning by doing – immersive experiences
22. Flight Simulation
Flight Simulators use technology to develop human skills by
immersive experiences that allow for trial and error learning by doing
26. Benefits of Immersive E-Learning
● Safe learning environment
● Overcomes high cost / impracticality of real-life scenarios
● Enables simulation of rare conditions and events
● Creates learner engagement
● Debriefing opportunities from recorded training sessions
● Knowledge transfer from expert practitioners
● Tracking and Recording of Learner progress
2nd Generation Immersive Experiential Learning by doing goes beyond
knowledge transfer and helps to shape understanding of cause and effect
27. Types of Immersive E-Learning
● Virtual Classrooms
● Serious Games
● Virtual Worlds
● Simulations
● Virtual Reality and Augmented Reality
30. Personalised Learning
Personalised learning is not just applications tailored to the demographics of the
learner but the use of technology to intelligently adapt to the learner situation
31. What food has high protein ?
Next Generation E-Learning will be adaptive and personalised
Acting on information
provided by non-contextual,
impersonal search engines
could prove fatal
32. Enabling / Disruptive Technologies
and Future Learning
● Virtual Reality
● Augmented / Mixed Reality
● Sensors / Internet of things
● Artificial intelligence
● Machine Learning
● Robotics
● Cloud Computing
● Wireless Broadband
● Mobile Devices
● Natural interface devices
● Big Data Analytics
● Data Visualisation
● Holographics
● 3D Imaging
● 3D printing
● Smart Coaching
All of these technologies will cause disruption to existing learning practices
33. Immersive Imaging / VR
New Technologies for creating and displaying immersive environments
will impact many areas of life as they become consumersied
34. What shall we Learn ?
Just as technology is having a major impact on how we learn, how will it also
impact on what we need to learn?
35. What training is needed for this Job?
● Extremely responsible and demanding
● Requires communication and teamwork
● High level of skill and technical knowledge
● Responsible for lives of hundreds of people
every day
● In charge of expensive machinery
● Mistakes could cost lives and money
36. That Train Driver Job No Longer Exists
Many expert jobs done by humans today will be done by machines tomorrow !
37. Intelligent Machines remove the need for
Human Skills to use or maintain them
I love both cars but which do I rely on?
39. Who Painted This ?
Technology can do many things better and faster than humans
in health, finance and access to knowledge
40. Education Scenario in the 21st Century
● Knowledge and skills acquired from
interactive technology
● Competence continuously assessed and
recorded by technology
● Knowledge and curriculum change rapidly
● Lifelong learning and development essential
● Students prepared for life with many career
changes
● Students become multi-disciplinary
● Network society with career progression
based on enterprise and relationships
● University degree no guarantee of a job
41. What shall we Learn ?
Future teaching will focus on vocations, personal attributes and competences
which cannot be done by machines
e.g. creativity, innovation, manual dexterity, personal relationships
42. Whom shall we learn from ?
Human Beings inspire, motivate, influence and shape our lives
43. The Human Factor
Leicester City Football Club achieved a success against odds of 5,000/1
(less likely than finding Elvis Presley or the Loch Ness Monster)
Their whole team cost less than £30M
They succeeded by working together to a common vision inspired by
their coach and now they have inspired millions of others to believe in the dream
44. Whom shall we Learn From?
Human Beings are Role Models, Guides, Coaches, Mentors
Personal Relationships with Human Beings make us what we are.
45. Conclusions for Education
● Disruptive technologies will displace many jobs currently
done by humans
● Teachers are already changing their role in society from
knowledge dissemination to coaching and mentoring
● Higher Education is no longer a guarantee of employment
● Future economies will need those essentially human qualities
such as innovation, creativity, caring and inspiring
● Vocational training will become a primary focus in national
education strategies
46. The Ageing Society and Health
Lifestyle Related conditions require serious intervention to change behaviour
47. Possible Solutions
● Develop clinical solutions that prevent or
manage these conditions or
● Influence industry and citizens through
public policy interventions or
● Develop better personal health
management solutions and practices
47
52. Which is the Best Solution?
Who will Provide the Solution?
52
Medical Professionals or Politicians or Citizens?
53. The Message
Lifestyle Related Conditions are the
most important cause of premature
death and actions which influence
healthy lifestyles should be adopted
as early as possible in your life
54. The Transition from Cure to Prevention
It’s quite clear that the best chance we have for
increasing our life spans and overall improving
our health is to adjust our personal behaviours
and to do so at an early age.
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55. The Problem of the Spectator Society
55
Spectators observe but do not get involved in influencing outcomes
- they expect others to make interventions and solve problems
57. Changing Lifestyles
and Consumer Empowerment
One of the consequences
of this convenient and
easy access to our daily
wants and needs is a
decline in the physical and
mental challenges
necessary for our lifelong
development and health
maintenance
58. What can be Done ?
The consequences of a failure to address these challenges are unthinkable…..
61. An Approach for Better Personal Health
Gamification Enabling Technologies
62. Internet of Things & Sensors
Biosensor technologies, Cloud computing, big data analytics,
data visualisation and mobile apps will transform personal health management
63. Conclusion for Public Health
● Transfer of knowledge and information about exercise and
diet is not enough to sustain lifestyle changes
● Wearable technologies providing data about our health are
not enough to sustain lifestyle changes
● A combination of human factors (Gamification) and sensor
technologies can sustain lifestyle changes
● Sustainable public health services will only be possible with
better citizen engagement in personal health management
(and responsibility) for all ages.
65. Control the Future (or it might control YOU !!)
Humans once used their skill and Intelligence to harness the potential of technology
Now machines use their intelligence to harness the potential of humans
67. The Role of Gamification in Education
and Personal Health and Well-Being
UPSI Gamification Seminar
Malaysia
David Wortley
Hinweis der Redaktion
This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI in Malaysia on May 6th 2016
To introduce myself in the context of this presentation, I should tell you that I am a baby boomer born in 1949 in an age when life was almost unimaginably different with few cars, no personal computers and no mobile phones. I have been very fortunate to have lived through one of the most exciting times in mankind’s history. I was the Founding Director of the Serious Games Institute (SGI) at Coventry University where we pioneered many serious games and immersive technology applications such as modelling the SGI in the Second Life Virtual World as you can see in the central image with my avatar. I have a passion for trying to shape the use of technology to address important global issues and this is reflected in my book “Gadgets to God” which discusses our changing relationship with technology
In this presentation I want to focus on 4 closely related topics :-
Gamification
Enabling or Disruptive Technologies
Learning and Education
Health and Well-Being
To begin with, I want to make it very clear that Gamification has nothing to do with technology and everything to do with human psychology. Technology can be applied as part of a gamification strategy but the art of gamification is a very human activity which I believe is embedded in our DNA and which we use consciously or sub-consciously in our daily lives. Gamification can be recognised by the presence of the following elements :-
Challenges
Chance and Uncertainty
Goals and Objectives
Rules, Rewards and Penalties
Actions & Consequences
Measurement & Feedback
Progress & Development
Intrinsic & Extrinsic Motivation
Today, education has very different challenges to those in the 1960s when the world changed more slowly and teachers were able to repeat the same lessons and practices year after year. Today, our children need to be equipped with 21st century skills and attributes which recognise the impact of technology on many jobs which once required human skill and intelligence but in future will be taken over by machines.
To summarise how I see these challenges and the role of technology in Education and Learning
We need adapt learning strategies to the needs of the future society
We need to recognise that individuals will have many different careers in their lifetime
We need to harness the power of technology to augment and enhance humanity not replace humans with machines
We need to encourage active citizenship, lifelong learning and a desire to build a better world
We need to help students manage personal relationships
We need to equip students of all ages with the ability to be successful in the game of life
When it comes to health and well-being, one of the biggest challenges is the Ageing Society which means that a growing population of elderly non-working citizens will need to be sustained by a dwindling population of working people.
To aggravate this situation, there is a serious growing problem of lifestyle related conditions which today are the primary cause of death and/or chronic health conditions which, in future, public health services will not have the resources to treat.
To summarise these challenges and the role of technology
We need to influence lifestyle behaviours as early as possible to avoid health problems in later life
We need to incentivise all ages and generations to better exercise and eating habits
We need to create the best possible social, political, economic and environmental conditions to support healthy living
We need to harness the power of technology to educate and develop the right skills for 21st century living
We need to balance technology with humanity
5
This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI in Malaysia on May 6th 2016