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GAMIFICATION
LET’S PLAY
5 minutes to play the game

Frog Jumping Puzzle

1. http://www.kidsmathgamesonline.com/problemsolving/frogjump.html
or

2. http://www.smart-kit.com/s7284/
BRUSHEADS
GAMIFICATION IN ACTION
Follow the link
http://www.youtube.com/watch?v=2lXh2
n0aPyw
HOW TO WE MOTIVATE PEOPLE TO CHAN GE
THEIR BEHAVIOR
1.Incentives

2.Badges
3.Points
4.Discounts

5.Free Stuff!!
6. Provide things the customers like
Is liking something the same as being motivated by something

Pleasure = Behaviour change
WHAT IS A GAME?
A Game is a system in which players
engage in an abstract challenge
defined by rules interactivity and
feedback, the results in a quantifiable
outcome often eliciting an emotional
reaction.
INTRODUCTION

What is Gamification?
gamification - gam(e) + -ification
applying game-design thinking to non-game
applications to make them more fun and engaging
GAMIFICATION
Gamification is using game based
mechanics, aesthetics and game
thinking to engage people motivate
action, promote learning and solving
problems
OTHER COMPONENTS OF GAMIFICATION
CURVE OF INTEREST
The interest curve within a game is the flow and the
sequence of events holds and grabs players attention and
extends the concept throughout the entire experience.
Games are designed to take initial interest and rise it to an
other level. When the game is over the learner leaves the
interest with some interest left over and with the knowledge
is gained by the carefully sequenced instruction.
FLOW-BY MIHALY CSIKSZENTMIHALYE
STATE BETWEEN BOREDOM AND ANXIETY
INTRINSIC AND EXTRINSIC MOTIVATION
WHAT CAN GAMIFICATION DO?
• Hand-eye coordination
• Solving Problems
• Teaching Higher Order Skills
• Thinking the unthinkable
• Engaging learners in a live classroom

• Helping people lose weight
• Making physical therapy more enjoyable
• Testing knowledge and performance
• Good for Old and Young
APPLYING GAMIFICATION TO LEARNING
DOMAINS
• Declarative Knowledge

• Conceptual Knowledge
• Procedural Knowledge
• Rule-based Knowledge

• Experiencing the concept
• Experience consequences
• Affective Domain

• Psychomotor Domain
BENEFITS FROM MY EXPERIENCE
In today’s world the more comfortable a child is with technology the
better equipped he/she will stay on the top of it.
Educational games definitely increases students engagement.
Personalize instruction, better assess knowledge and collect
helpful information needed to improve their knowledge.
Children are less likely to develop attention problem in school and
very useful for the children who are less communicative in class
which I have experienced during virtual classes on Edmodo in
which students were exposed to numerous games by me.
CONCERNS IN GENERAL
Violence in video games can contribute to social behavior problems.
The students are likely to forget the skills learnt in the games when we test
them later.
The student’s learning necessity like thorough reading of the text book is
not prioritized if introduced to games.
Parents will never want their children spending more time on games at
school.
It is difficult for the teachers to monitor each child in a stipulated time.
Number one barrier is funding. School have to spend huge amount and
not every school can access to teaching resources.
GAMIFICATION IN ACTION



53% male and 47% female

women 18 or older represent a greater portion of the gameplaying population (30%) than boys 17 or younger (18%)



average player age is: 30



25% of population is over 50



social games outpace competitive games by 3:1
CONCLUSION

The Mantra

“Have fun while you learn”

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Final Presentation on Gamification

  • 2. LET’S PLAY 5 minutes to play the game Frog Jumping Puzzle 1. http://www.kidsmathgamesonline.com/problemsolving/frogjump.html or 2. http://www.smart-kit.com/s7284/
  • 4. GAMIFICATION IN ACTION Follow the link http://www.youtube.com/watch?v=2lXh2 n0aPyw
  • 5. HOW TO WE MOTIVATE PEOPLE TO CHAN GE THEIR BEHAVIOR 1.Incentives 2.Badges 3.Points 4.Discounts 5.Free Stuff!! 6. Provide things the customers like Is liking something the same as being motivated by something Pleasure = Behaviour change
  • 6. WHAT IS A GAME? A Game is a system in which players engage in an abstract challenge defined by rules interactivity and feedback, the results in a quantifiable outcome often eliciting an emotional reaction.
  • 7. INTRODUCTION What is Gamification? gamification - gam(e) + -ification applying game-design thinking to non-game applications to make them more fun and engaging
  • 8. GAMIFICATION Gamification is using game based mechanics, aesthetics and game thinking to engage people motivate action, promote learning and solving problems
  • 9. OTHER COMPONENTS OF GAMIFICATION
  • 10. CURVE OF INTEREST The interest curve within a game is the flow and the sequence of events holds and grabs players attention and extends the concept throughout the entire experience. Games are designed to take initial interest and rise it to an other level. When the game is over the learner leaves the interest with some interest left over and with the knowledge is gained by the carefully sequenced instruction.
  • 11. FLOW-BY MIHALY CSIKSZENTMIHALYE STATE BETWEEN BOREDOM AND ANXIETY
  • 13. WHAT CAN GAMIFICATION DO? • Hand-eye coordination • Solving Problems • Teaching Higher Order Skills • Thinking the unthinkable • Engaging learners in a live classroom • Helping people lose weight • Making physical therapy more enjoyable • Testing knowledge and performance • Good for Old and Young
  • 14. APPLYING GAMIFICATION TO LEARNING DOMAINS • Declarative Knowledge • Conceptual Knowledge • Procedural Knowledge • Rule-based Knowledge • Experiencing the concept • Experience consequences • Affective Domain • Psychomotor Domain
  • 15. BENEFITS FROM MY EXPERIENCE In today’s world the more comfortable a child is with technology the better equipped he/she will stay on the top of it. Educational games definitely increases students engagement. Personalize instruction, better assess knowledge and collect helpful information needed to improve their knowledge. Children are less likely to develop attention problem in school and very useful for the children who are less communicative in class which I have experienced during virtual classes on Edmodo in which students were exposed to numerous games by me.
  • 16. CONCERNS IN GENERAL Violence in video games can contribute to social behavior problems. The students are likely to forget the skills learnt in the games when we test them later. The student’s learning necessity like thorough reading of the text book is not prioritized if introduced to games. Parents will never want their children spending more time on games at school. It is difficult for the teachers to monitor each child in a stipulated time. Number one barrier is funding. School have to spend huge amount and not every school can access to teaching resources.
  • 17. GAMIFICATION IN ACTION   53% male and 47% female women 18 or older represent a greater portion of the gameplaying population (30%) than boys 17 or younger (18%)  average player age is: 30  25% of population is over 50  social games outpace competitive games by 3:1
  • 18. CONCLUSION The Mantra “Have fun while you learn”