1) Gamification uses elements of game design like points, badges, and leaderboards to motivate people to learn and complete tasks.
2) Gamification can increase learning completion rates and engagement by tapping into people's intrinsic motivations through fun and social elements.
3) For gamification of learning to be effective, it is important to focus on the user experience, allow exploration and failure, provide feedback, and encourage both social interaction and competition.
Why Fun, Playing & Gamification is the Future for Learning
1. Why Fun, Playing & Gamification
is the future for learning
keith@gametize.com | @keizng
2.
3. Co-founder and Hustle Ninja of Gametize
Hustling for SCB, SingTel, DBS, M1, SPH
Achievements and Badges Unlocked:
Reformed Compulsive Gamer, GSummit, Dutch (yes, very
random), Python Eater, Angels Gate, World Changer?
about.me/keizng
@keizng
4. Corporate Training: $200bn
Corporate E-Learning: $26bn
% Fortune 500 with E-learning: 41.7%
Asian E-Learning market: $11.5bn by ‘16
Mobile Education Products in ‘12: $4.4bn
(Elearning! Magazine – May 2013)
what you may already know..
And many more awesome mLearning stats..
http://fluency21.com/blog/2013/04/09/20-eye-opening-stats-you-probably-didnt-know-about-mobile-learning/
5. E-Learning Completion: 30-40%
MOOC Dropout Rate (estimated): ~90%
“People don’t have time to learn,
don’t know where to learn,
and don’t want to learn”
- Frustrated Client
what you don’t like hearing..
6. “We have met the enemy, and he is Powerpoint”
http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3
9. This compound is called dopamine, not Ho OH
Dopamine keeps you pleasured and motivated,
such as when you eat, smoke, have sex
Let’s turn to science for some help
11. Gf
(Fluid Intelligence)
Gf is the capacity to think logically and solve problems in
novel situations, independent of acquired knowledge.
Many believe that games can help you increase your Gf.
14. Over 100 million gamers in China that
can be engaged through gamification
*Source: Emre Tunchilek, December 9, 2012, “The Great Wall of
Gamification: Rapid Emergence of a Viral Concept in China”
China will account for half of the world’s online
and mobile game market by 2014
Somewhere Up North in the Middle Kingdom …..
15. Dr Stuart Brown’s research shows the importance of play, as evidenced in
the lack of it in Charles Whitman’s and many homicidal male’s childhood
31. 6. FOCUS
Finding the right technology help you focus on the content and
experience. Also, focus on getting to your target objective and goal,
rather than create a ‘game’ that does everything
32. 7. Repetition
Allow the users to apply their knowledge again, and again.
That’s how they keep their crystallized intelligence intact.
35. Design Strategy
G
A
M
E
T
I
S
E
Generous & Clear rewards"
Appealing & Fresh Content"
Maintainable & Manageable!
Easy & Emotional Experience"
Togetherness"
Intrinsic motivations"
Social actions"
Engagement & Excitement"
KEY ELEMENTS
KEY GOALS
41. LEARN! COLLECT! COMPETE!
Gain knowledge and experience
through challenges"
Collect points and badges to
level up"
Pit your score against other
countries and global peers"
50. “Hang on, will Gamification trivialise Learning?”
What is the real value of seriousness? Do we really learn
best and perform optimally under formal situations?