Chapter 5 What Gamification Can Do Overview What types of content - - PowerPoint PPT Presentation

chapter 5 what gamification can do overview
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Chapter 5 What Gamification Can Do Overview What types of content - - PowerPoint PPT Presentation

Chapter 5 What Gamification Can Do Overview What types of content can be taught through gamification? What are the different ways gamification impacts behavior? What are some uses of gamification? What research exists that


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SLIDE 1

Chapter 5 What Gamification Can Do

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SLIDE 2

Overview

  • What types of content can be taught through gamification?
  • What are the different ways gamification impacts behavior?
  • What are some uses of gamification?
  • What research exists that indicates certain types of knowledge can

be taught through gamification?

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SLIDE 3

Introduction

  • Gamification for motivation
  • Gamification for wider range of activities and outcomes
  • Psychomotor
  • Physical skills
  • Cognitive skills
  • Attitudes
  • Group problem solving
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SLIDE 4

Improving Hand-Eye Coordination

  • One of the FIRST application
  • Research supported this conclusion: Studies of video games indicate

that people who play electronic games have:

  • Faster reaction times
  • Significantly faster eye-hand coordination
  • Heightened spatial visualization skills
  • Increased capacity for visual attention and spatial distribution
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SLIDE 5

Improving Surgeon Hand-Eye Coordination

  • Surgeons! (Laparoscopic)
  • Gamers (3 Hours/Week): 37% fewer errors and 27% faster
  • Video game skills and past game experience are significant predictors of

demonstrated laparoscopic skills.

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SLIDE 6

Solving Problems

  • This is very new term!
  • Engage people to solve real world problem instead of the problems in

the games only.

  • http://www.mediabuzz.com.sg/asian-emarketing?catid=0&id=1681
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SLIDE 7

Teaching Higher Order Skills

  • Not only solve problems, but teach how to solve
  • Immerse a learner in a problem and allow him/her to practice
  • Civilization V
  • Lead a civilization from prehistoric times into the future
  • allocate limited resources, plan movements in advance, improve land,

maintain roads, develop culture, determine what technologies to research, engage in diplomatic exchanges, determine the cost of waging war, and even bribe city-states to obtain loyalty

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SLIDE 8

Higher Order Problem-Solving in Civilization V

  • Think strategically about positioning, analyze opponent strengths and

weakness, plan how to achieve game goals, and execute those plans

  • Master resource management
  • Interact with systems and understand the interaction of variables
  • Multi-task, manage complexity, respond to rapidly changing

scenarios, and make decisions

  • Learn compromise and tradeoffs
  • Manage complex relationships
  • Exercise leadership, team building, negotiation, and collaboration
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SLIDE 9

Skills Taught by Video Games

  • An article in the Harvard Business Review pointed toward using

Massively Multi-player Online (MMOs) games as incubators for growing leadership talent.

  • The skills, which leaders in games exhibit, the leaders will exhibit in

the future:

  • Quick Decision Making
  • Risk Taking
  • Grabbing and Releasing Leadership
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SLIDE 10

Thinking the Unthinkable

  • Create an environment filled with unreal elements, concepts or ideas
  • FANTASY!
  • Help people think
  • BP created a board game called Offshore Oil Strike in 1970s
  • What happened after forty years?
  • Worst/impossible case scenario thinking
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SLIDE 11

Thinking Like Your Opponent

  • LSU (ranked #2) defeated Ohio State (ranked #1) in 2008.
  • LSU offensive coordinator used a custom-made game to help his quarterbacks

learn to read defenses.

  • Sports games and watching videos
  • Allow the coaches to simulate the opponents
  • Make the opponents stronger
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SLIDE 12

Engaging Learners in a Live Classroom

  • Track performance of students on questions
  • Leaderboard
  • Visually display opinions and ideas
  • Provide the class immediate feedback by visually displaying the

distribution of responses

  • Use a “count down” timer to add a sense of urgency to responding
  • Using point values to award attendance and/or participation points
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SLIDE 13

Helping People Lose Weight

  • The Biggest Loser
  • The Biggest Loser in almost all of the gyms all around the country
  • 300+ Fitness Center
  • Fitbit, NikePlus, etc.
  • WiiFit, DDR, Kinect
  • Atlanta YMCAs
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SLIDE 14

Physical Rehabilitation

  • Motivation
  • Enjoy
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SLIDE 15

Testing Knowledge and Performance

  • Not only teaching, but also assessing
  • Safety training
  • Skill training
  • Evaluate design
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SLIDE 16

Age Group

  • No Limit!