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UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
Dr. GIUSEPPE GALETTA
PhD Candidate in Psychology of Arts and Creativity
Department of Humanities and Social Sciences
University of Cassino and Southern Lazio, Italy
e-mail: giuseppe.galetta@unicas.it
The Gamification:
Applications and
Developments for Creativity
and Education.
0
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
What is Gamification?
Gamification is the use of game
practices in non-gaming contexts and the
application of “Game Thinking” to the real life
in order to influence behaviour, stimulate
engagement and increase motivation in
performing a task or achieving a goal.
1
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
How did the
Gamification develop?
Desktop
Metaphor
WYSIWYG
Video
Games
Graphics
Virtual Reality
Cibernetics
2
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
What about the
Gamification today?
Smartphone Tablet
Social
Network
Viral
Games
3
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
Theoretic
Contaminations.
Game
Theory
Social
Learning
Theory
Behaviourism
Stimulus/
Response
Model
4
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
The Game Setting.
Mission
Challenge
Achievement
Goal
Rules
Progress
System:
score boards
status bars
counters
leaderboards
Reward &
Incentive:
points, credits
badges
Community Collaboration
TimeLimit/Deadline
Long-TermObjectives
5
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
When we're playing games,
we're not suffering!
Stress
reduction
Better
concentration
Positive
attention
Learning
improvement
New ideas
stimulation
Self-correction
Gratification
6
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
The aim of the Study.
To demonstrate that the use of Game Dynamics
and Mechanics in non-gaming contexts changes
the individual behavior inducing engagement and
motivation, stimulating Creativity and ideas
generation, improving learning processes and
knowledge diffusion, producing instant feedbacks
and measurable results.
7
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
Materials and Method.
The investigation method is based on the
scenario analysis supported by data available
online: the Gamification is generally
implemented in a digital environment, because
Technology is the main driver of the diffusion
of “Game Thinking” in real life.
8
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
The Scenario.
Game
applications
Game
devices/tools
Game
contexts
User
experience
Game
interaction
User
satisfaction
Storytelling
script/plot
Virality
Social diffusion
Psycho
influence
Metrics
Analytics
9
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
Material of Analysis.
Facebook
Social Games
Cityville
Farmville
Social
Applications
Serious
Games
Foursquare
Linkedin
Health Month
Taskville
Home Gaming
Devices
Wii Remote
Move - Kinect
10
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
Results.
Game Dynamics and Mechanics:
► Activate the user interest.
► Motivate the choices in decision making.
► Stimulate creative insight in problem solving.
► Reduce the “creative block”.
► Activate the ideas generation.
► Increase decision making activities.
► Predict future scenarios.
► Transfer know-how and social knowledge.
► Develop individual skills.
► Build communities.
11
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
Active Stimuli.
► Reward.
► “Loss avoidance”.
► Punishment.
► Adventurous/hazardous storytelling .
► “Magic circle”.
► Competition.
► Failure.
► Sharing (crowdsourcing/peer to peer).
► Community collaboration (“Wiki” mode).
► Feedbacks and measurable results.
► “Behavioural momentum”.
12
Dr. GIUSEPPE GALETTA PhD Candidate
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
Conclusions.
13
Dr. GIUSEPPE GALETTA PhD Candidate
Learning
by doing
Learning
by playing
Gamified Knowledge
UNIVERSITY OF CASSINO
AND SOUTHERN LAZIO
UNICLAM - ITALY
XVII International Creativity Conference
CREATIVITY AND INNOVATION IN EDUCATION
RIGA, LATVIA, NOVEMBER 29-30, 2013
THE GAMIFICATION:
APPLICATIONS AND DEVELOPMENTS
FOR CREATIVITY AND EDUCATION.
14
Dr. GIUSEPPE GALETTA PhD Candidate
Gamified Knowledge.
Networked Shared
Responsive Customized
Measurable Self-Growing

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PRESENTAZIONE PAPER

  • 1. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 Dr. GIUSEPPE GALETTA PhD Candidate in Psychology of Arts and Creativity Department of Humanities and Social Sciences University of Cassino and Southern Lazio, Italy e-mail: giuseppe.galetta@unicas.it The Gamification: Applications and Developments for Creativity and Education. 0 Dr. GIUSEPPE GALETTA PhD Candidate
  • 2. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. What is Gamification? Gamification is the use of game practices in non-gaming contexts and the application of “Game Thinking” to the real life in order to influence behaviour, stimulate engagement and increase motivation in performing a task or achieving a goal. 1 Dr. GIUSEPPE GALETTA PhD Candidate
  • 3. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. How did the Gamification develop? Desktop Metaphor WYSIWYG Video Games Graphics Virtual Reality Cibernetics 2 Dr. GIUSEPPE GALETTA PhD Candidate
  • 4. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. What about the Gamification today? Smartphone Tablet Social Network Viral Games 3 Dr. GIUSEPPE GALETTA PhD Candidate
  • 5. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Theoretic Contaminations. Game Theory Social Learning Theory Behaviourism Stimulus/ Response Model 4 Dr. GIUSEPPE GALETTA PhD Candidate
  • 6. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. The Game Setting. Mission Challenge Achievement Goal Rules Progress System: score boards status bars counters leaderboards Reward & Incentive: points, credits badges Community Collaboration TimeLimit/Deadline Long-TermObjectives 5 Dr. GIUSEPPE GALETTA PhD Candidate
  • 7. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. When we're playing games, we're not suffering! Stress reduction Better concentration Positive attention Learning improvement New ideas stimulation Self-correction Gratification 6 Dr. GIUSEPPE GALETTA PhD Candidate
  • 8. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. The aim of the Study. To demonstrate that the use of Game Dynamics and Mechanics in non-gaming contexts changes the individual behavior inducing engagement and motivation, stimulating Creativity and ideas generation, improving learning processes and knowledge diffusion, producing instant feedbacks and measurable results. 7 Dr. GIUSEPPE GALETTA PhD Candidate
  • 9. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Materials and Method. The investigation method is based on the scenario analysis supported by data available online: the Gamification is generally implemented in a digital environment, because Technology is the main driver of the diffusion of “Game Thinking” in real life. 8 Dr. GIUSEPPE GALETTA PhD Candidate
  • 10. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. The Scenario. Game applications Game devices/tools Game contexts User experience Game interaction User satisfaction Storytelling script/plot Virality Social diffusion Psycho influence Metrics Analytics 9 Dr. GIUSEPPE GALETTA PhD Candidate
  • 11. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Material of Analysis. Facebook Social Games Cityville Farmville Social Applications Serious Games Foursquare Linkedin Health Month Taskville Home Gaming Devices Wii Remote Move - Kinect 10 Dr. GIUSEPPE GALETTA PhD Candidate
  • 12. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Results. Game Dynamics and Mechanics: ► Activate the user interest. ► Motivate the choices in decision making. ► Stimulate creative insight in problem solving. ► Reduce the “creative block”. ► Activate the ideas generation. ► Increase decision making activities. ► Predict future scenarios. ► Transfer know-how and social knowledge. ► Develop individual skills. ► Build communities. 11 Dr. GIUSEPPE GALETTA PhD Candidate
  • 13. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Active Stimuli. ► Reward. ► “Loss avoidance”. ► Punishment. ► Adventurous/hazardous storytelling . ► “Magic circle”. ► Competition. ► Failure. ► Sharing (crowdsourcing/peer to peer). ► Community collaboration (“Wiki” mode). ► Feedbacks and measurable results. ► “Behavioural momentum”. 12 Dr. GIUSEPPE GALETTA PhD Candidate
  • 14. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. Conclusions. 13 Dr. GIUSEPPE GALETTA PhD Candidate Learning by doing Learning by playing Gamified Knowledge
  • 15. UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 THE GAMIFICATION: APPLICATIONS AND DEVELOPMENTS FOR CREATIVITY AND EDUCATION. 14 Dr. GIUSEPPE GALETTA PhD Candidate Gamified Knowledge. Networked Shared Responsive Customized Measurable Self-Growing