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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 .

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Re inventing and enhancing education though technology gamification

RE-INVENTING AND ENHANCING EDUCATIONTHOUGH TECHNOLOGY & GAMIFICATION

NIKOLA DIMITROV

Innovation Research Group

VUZF University

“Innovation: Engine for Economic Growth”

International Scientific Forum

VUZF University

1 October, 2013


Re inventing and enhancing education though technology gamification

Conceived during industrial revolution

Works like a factory

Focuses on mathematics, physics and theoretical topics

What about arts, sports and fun?

What about creativity?


Re inventing and enhancing education though technology gamification

“We don’t grow into creativity, we grow out of it. Or rather, we get educated out of it.”

Sir Ken Robinson


Consequences
Consequences…

  • Epidemic of Attention Deficit Disorder

  • Lack of engagement

  • Low motivation to study

  • Low motivation to succeed

  • Poor overall performance

  • Dropouts


Is it the students fault
Is it the students fault???

Computers

Commercials

TV

Smartphones

Radio

Social media


Technological impact on education
Technological impact on education

  • Control over knowledge and information

  • Student centered vs. Lecturer centered classes

  • Collaboration and peer-to-peer education

  • Self passed learning

  • Anytime/Anyplace learning

  • Emergence of Online and/or mobile education


Re inventing and enhancing education though technology gamification

Blame parents

What do we do?

Blame media

Punish them

Kick them out of class

Give them drugs to focus


Current challenges
Current Challenges

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


Gamification
Gamification

“The process of game-thinking and game mechanics to engage users and solve problems” (Zickermann, Gamification by design 2011).


Player types
Player types

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


Mastery level
Mastery level

Novice

Problem solvers

Experts

Masters

Visionaries


Game mechanics
Game mechanics

Human

Desires

Points

Levels

Leaderboards

Badges

Onboarding techniques

Challenges and Quests

Customization

Rewards

Status

Achievement

Self Expression

Competition

Altruism


Technology gamification in industry
Technology & Gamification in Industry

SAP Road warrior sales training

CBA: Investorville.om

Samsung Nation

Redcritter (Agile management)

Nike Plus

Penny auction sites

Mint.com

Frequent Flyer Programs

Fuel/Gas/Shopping Cards

Credit Cards (cash back)

Coupons (Groupon, Grabo.bg)

Linkedin

Foursquare

Farmville


Technology gamification in education
Technology & Gamification in Education

Microsoft “Just press play”

Open Study

Khan Academy

Udemy.com

Coursera.org

Udacity.com

Edublogs.org

Lynda.com

Bulgaria:

Edukami.com

Entertraining


Current goals
Current goals

  • Use Gamification in the courses we teach

  • Prove that Gamification works

  • Motivate and engage students

  • Inspire students, lecturers and people from the business

  • Creation of an educational framework and designing a platform that can be used from K-12 to higher education.


Expected benefits
Expected benefits

  • Motivate student to learn

  • Create a sense of progression and belonging

  • Improve average grade level and submission rates

  • Increase employment opportunities for students

  • Increase student attrition and retention levels

  • Create positive awareness of university and increase revenue


Re inventing and enhancing education though technology gamification

Feasibility

  • The idea can easily be applied and tested in a single course

    Issues and challenges

  • Management of student point and progression without a automated software will be time consuming

  • Focus on play rather than learning should be monitored and controlled


Implementation framework
Implementation Framework

  • All lectures are to be pre-recorded so that students can learn at their own pace and repeat what they have not understood (Online and mobile platforms will be used)

  • Students shall not be penalized for failure but encouraged to master theoretical concepts and practical exercises

  • Gamification techniques will be implemented and student status tracked manually (due to lack of current system)

  • Students will have individual as well as team goals and achievements

  • Usage of skill points will be introduced for leaderboards, level progression, activity unlocking and rewards


Future steps
Future steps…

  • Innovate a course with Gamification

  • Create a framework for a Bachelors and Masters program

  • Introduce a framework to Ministry of education to reform education via technology and Gamification

  • Introduce and apply Gamification in Bulgarian enterprises


Thank you
Thank you

nikdimitrov@city.academic.gr