Chapter 8 Applying Gamification to Learning Domains Overview What - - PowerPoint PPT Presentation
Chapter 8 Applying Gamification to Learning Domains Overview What - - PowerPoint PPT Presentation
Chapter 8 Applying Gamification to Learning Domains Overview What are the differences between facts, concepts, rules, and procedures? What gamification techniques and mechanics are appropriate for conveying factual knowledge? What
Overview
- What are the differences between facts, concepts, rules, and procedures?
- What gamification techniques and mechanics are appropriate for
conveying factual knowledge?
- What gamification techniques and mechanics are appropriate for
conveying rules and conceptual knowledge?
- What gamification techniques and mechanics are appropriate for
conveying procedural knowledge?
- What gamification techniques and mechanics can be used for reinforcing
elements of the affective domain, such as attitudes and beliefs?
- What gamification techniques and mechanics can be used for reinforcing
elements of the psychomotor domain, such as movement and hand-eye coordination?
Introduction
- Learning to solve problems and using higher order thinking skills are
not enough
- Nee to know facts, concepts, rules, and procedures
- Each requires a different type of game design technique to effectively
convey that knowledge
- One-size-fits-all doesn't work
- What are facts, concepts, rules, and procedure?
Classification Schemes for Knowledge
- Declarative or factual knowledge is deemed to be the first level of the
hierarchy
- without factual knowledge higher knowledge levels, like problem solving,
cannot be obtained.
- Once facts are learned, then concepts can be understood;
- When two or more concepts are put together they form a rule,
- Multiple rules form procedures.
What gamification need to do?
- Convey the appropriate level of knowledge
- Contain multiple levels such as a mini-game and other techniques and
mechanics to bring a learner from a lower place in the knowledge hierarchy to a higher place
- Possible to use simple or casual games or gamification events to
convey knowledge
Declarative Knowledge (Facts)
- Verbal knowledge or factual knowledge. Any piece of information that
can only be learned through memorization
- Most instructional lessons begin with vocabulary so everyone knows
the basics before proceeding
- Most organizations have numerous acronyms and jargon so
declarative knowledge is key, especially for new employees, new product introductions, and new markets
Teaching Facts
- Elaboration
- Linking the new information with prior relevant or even irrelevant information,
showing the learner the context of the new fact and its relationship to a known knowledge structure.
- Organizing
- Placing facts into logical groupings
- Association
- Linking a word to an image or linking a term to its definition
- Repetition
- Repeating content over and over again is actually a good method to memorize a fact.
It is how most people remember their phone number or home address.
How to use game techniques to facts teaching
- Stories
- The human brain has a natural affinity for narrative construction. People tend to remember
facts more accurately if they encounter them in a story rather than in a list.
- Sorting
- The learner doesn't need to be able to understand the different categories or sorting
requirements; he or she just needs to identify what goes where
- Matching
- Link an image or idea to another image or idea
- Replayability
- Make the game replayable so that the player repeats it again and again. (Similar)
- Trivia
- "Who's Smarter Than a Fifth Grader" doesn't really show how smart a fifth-grader is. For
repetition, association, and organizing, trivia games work very well
Conceptual Knowledge
- A concept is a grouping of similar or related ideas, events, or objects that
have a common attribute or a set of common attributes.
- Concepts such as quality, customer service, and organizational security are
all important to the effective operations of an organization.
- Students learn the concepts of free markets and mathematical proofs.
- Employees must understand the concepts related to the effective
- perations of the enterprise.
- Employees in financial organizations must understand the concept of
compound interest
- Employees in a retail organization must understand the concept of product
display.
Teaching Conceptual
- Metaphoric Devices
- Provide a link between the known elements within the metaphor with the
unknown concept to be learned.
- Provide Examples and Non-Examples
- Knowledge of a concept can be attained by providing the learners with
several examples of the concept and then providing them with non-examples
- f the concept
- Attribute Classification
- Concepts are defined by their attributes. All concepts have attributes that,
when taken together, define the concept.
How to use game techniques to conceptual teaching
- Matching and Sorting
- Apply knowledge of the attributes of the concept and either place content
into the right location or try to match one concept with another
- Experiencing the Concept
- Immerse the learners in the concept and let them experience it
- The immersion doesn't have to be 3D
Rule-Based Knowledge
- Rules express the relationships between concepts
- Rules provide parameters dictating a preferred behavior with
predictable results
- Common representations of rules are "if/then" and cause and effect
constructs.
Teaching Rules
- Provide Examples
- A good idea is to show the rule being applied in several different ways with
several different examples.
- The various examples help learners to generalize the rule and create
knowledge structures that help to reinforce the rule in the learners' minds.
- Role Play
- Have the learners role play situations in which they have to apply the rule.
- The role play can be with another person or it can be a simulation where
learners have to apply the rule to specific situations or pieces of equipment.
How to use game techniques to rule teaching
- Experience Consequences
- Allow the learners to practice applying the rules in situation in which they are
timed or where points are kept for correct or incorrect analysis of the rules.
- A game-based simulation allows the learners the opportunity to apply the
rules and it is possible to experience applying the rules in different ways and
- bserving the impact.
- Board Games
- A board game can allow the learner to apply rules through the use of well-
crafted multiple-choice questions asking the learner to predict and/or apply rules in certain situations.
- One of the nice things about using a board game as a frame for game play is
that most learners understand the basic premise of a board game.
Procedural Knowledge
- Step-by-step instructions for performing a particular task
- A procedure is a series of steps that must be followed in a particular
- rder to reach a specific outcome
- Organizations literally have thousands of procedures that must be
learned and followed on a regular basis
- Learning proper procedures is an integral part of the efficient
functioning of an organization. The more quickly and effectively employees can learn procedures, the better run the organization
Teaching Procedural
- Start with the Big Picture
- Provide an overview of the entire procedure.
- Often a flowchart or a diagram is an effective method for providing an
- verview.
- Practice each individual part of the procedure.
- Teach “How” and “Why”
- Provide the "why" as well as the "how" of the procedure.
- Understanding underlying concepts helps with trouble shooting, performing
meaningful workarounds and adapting to procedural changes.
How to use game techniques to procedural teaching
- Software Challenge
- Teaching procedures is learning how to use software
- Provide an "impossible" challenge for the learners to try to solve.
- By trying to solve the challenge, learners will think through unusual or
infrequent applications of the procedure.
- At the end of the game session, they'll have more confidence because they've
dealt with an "impossible" procedure.
- Practice
- Play Mode, Practice Mode, Test Mode
- The environment can be used as a testing ground to see whether the learners
really understand the environment.