RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION. NIKOLA DIMITROV Innovation Research Group VUZF University “Innovation: Engine for Economic Growth” International Scientific Forum VUZF University 1 October, 2013. Conceived during industrial revolution .
Innovation Research Group
“Innovation: Engine for Economic Growth”
International Scientific Forum
1 October, 2013
Works like a factory
Focuses on mathematics, physics and theoretical topics
What about arts, sports and fun?
What about creativity?
“We don’t grow into creativity, we grow out of it. Or rather, we get educated out of it.”
Sir Ken Robinson
What do we do?
Kick them out of class
Give them drugs to focus
1) Education techniques and Education Tools
2) Examination & Progress monitoring
3) Demotivating marking scheme
4) The role of the lecturer and shifting control towards students
“The process of game-thinking and game mechanics to engage users and solve problems” (Zickermann, Gamification by design 2011).
Killers – 1%
Focus on wining, ranks and peer-to-peer competition
Engaged by leaderboards and ranks
Explorers – 10%
Focus on explorations and discovery of new worlds
Engaged by obfuscated achievements
Achievers – 10%
Focus on attaining status and achieving goals
Engaged by goals, achievements and obstacles
Socializers – 80%
Focus on socializing, network creation and contact lists
Engaged by news feeds, friend lists and chatting
Challenges and Quests
SAP Road warrior sales training
Redcritter (Agile management)
Penny auction sites
Frequent Flyer Programs
Credit Cards (cash back)
Coupons (Groupon, Grabo.bg)
Microsoft “Just press play”
Issues and challenges