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The Use of Minecraft to Foster Creativity, Collaboration And
Cueva Carrión, Henry David The Use of Minecraft to Foster Creativity, Collaboration and Motivation through Game-Based Learning and Gamification Master’s Thesis FACULTY OF EDUCATION Learning, Education and Technology, Master’s Programme in Education October 2018 Acknowledgements Dedicated to my parents, siblings, Paloma and to my unborn daughter. University of Oulu Faculty of Education The use of Minecraft to Foster Creativity, Collaboration and Motivation through GBL and Gamification Henry David Cueva Carrión Master´s Thesis, 51 pages, 4 appendices October 2018 Abstract The eruption of ICTs in our society posed the question of how to integrate technology into education. According to Waks (1987) in Science, Technology and Society Education, we need to find a way to integrate educational approaches that embrace and intertwine education and technology. Then, through the use of pedagogical approaches such as Game-based Learning and gamification, Minecraft presents itself as the perfect tool to develop computational think- ing, foster creativity, nurture collaboration and increase motivation. The aim of my research is to demonstrate how motivation and collaboration can be fostered through the use of Minecraft in one activity called “Being an architect on Minecraft”. In order to do that, I use a quasi- experimental research. The participants were 18 in total, divided in 2 groups one experimental and one control. In the experimental group I use the implementation of Game-based Learning and gamification and in the other group, I use the traditional way of teaching. The results clearly stablish a positive effect in collaboration and a high level of motivation during the entire process. -
Gaming, Gamification and BYOD in Academic and Library Settings: Bibliographic Overview Plamen Miltenoff St
St. Cloud State University theRepository at St. Cloud State Library Faculty Publications Library Services 6-2015 Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Plamen Miltenoff St. Cloud State University, [email protected] Follow this and additional works at: https://repository.stcloudstate.edu/lrs_facpubs Part of the Library and Information Science Commons Recommended Citation Miltenoff, Plamen, "Gaming, Gamification and BYOD in academic and library settings: bibliographic overview" (2015). Library Faculty Publications. 46. https://repository.stcloudstate.edu/lrs_facpubs/46 This Bibliographic Essay is brought to you for free and open access by the Library Services at theRepository at St. Cloud State. It has been accepted for inclusion in Library Faculty Publications by an authorized administrator of theRepository at St. Cloud State. For more information, please contact [email protected]. Plamen Miltenoff [email protected] Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Keywords: gaming, gamification, game-based learning, GBL, serious games, Bring Your Own Device, BYOD, mobile devices, Millennials, Generation Y, Generation Z, academic libraries, education, assessment, badges, leaderboards Introduction Lev Vygotsky’s “Zone of proximal development” and his Sociocultural Theory opened new opportunities for interpretations of the learning process. Vygotsky’s ideas overlapped Jean Piaget’s and Erik Erickson’s assertions that cooperative learning, added to experimental learning, enhances the learning process. Peer interaction, according to them, is quintessential in accelerating the learning process (Piaget, 1970; Erickson, 1977; Vygotsky, 1978). Robert Gagné, B.F. Skinner, Albert Bandura, and others contributed and constructivism established itself as a valid theory in learning. Further, an excellent chapter of social learning theories is presented by Anderson, & Dron (2014). -
Identifying Motivational Styles in Educational Gamification
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 Identifying Motivational Styles in Educational Gamification Jared R. Chapman, Ph.D, MBA, MSc – Utah Valley University – [email protected] Peter Rich, Ph.D. – Brigham Young University - [email protected] Abstract motivation in every society for thousands of years. In Little work has been done to understand the modern times, video games have perfected their motivational impact of specific game elements and motivational pull to near addiction. Angry Birds has how they combine to form student motivational styles been downloaded more than 1 billion times and more in educational gamification. In this exploratory study than 10 million subscribers have spent more than 50 we evaluate the level of motivation reported for a billion hours playing World of War Craft [36]. The variety of game elements by 184 students. Using this average gamer, comprising some 40% of the data we generated a principle components analysis to population, is now 20-34 years old, nearly half of identify the underlying factor structure that govern whom are women [28]. This increase and parity in the students’ motivational styles. Four motivational styles gaming population has led to a culture of college were identified: (1) Personal Progress – being students who may be more readily prepared to engage motivated by gamified elements that show one’s in game-based activities for serious learning. What can individual progress in a course; (2) Competition and we learn from games that might encourage students to Praise – being motivated by game elements that show spend more time in their studies, be more engaged, and one’s progress compared to their peers and provide as a result learn more? Seeking answers to these social reinforcing feedback; (3) Individual questions is at the core of understanding and applying Assignments – being motivated by completing gamification in education. -
Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification
UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification FEATHERSTONE, Mark <http://orcid.org/0000-0001-6701-6056> and HABGOOD, Jacob <http://orcid.org/0000-0003-4531-0507> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/21261/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version FEATHERSTONE, Mark and HABGOOD, Jacob (2018). UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification. International Journal of Human-Computer Studies. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification Mark Featherstone, PGCE, BSc [email protected] Sheffield Hallam University Sheffield, UK Corresponding author Bio: after many years working as a games developer, I now run the games development undergraduate course as a senior lecturer at Sheffield Hallam University. While working as a commercial game developer I helped create video games on PC and Xbox for companies such as Gremlin, Rage Games, Infogrammes, NCSoft and more recently as an independent game developer at Moonpod. My research focus is in the area of games based learning and the use of video game design principles in education. I'm also the Technical Director at Steel Minions Games Studio, which provides work-based simulation for game development students. Dr. Jacob Habgood, PhD, BSc, PGCTLHE [email protected] Sheffield Hallam University Sheffield, UK Bio: I teach games development at Sheffield Hallam University and manage the university's PlayStation teaching facility. -
Designing Effective Gamified Learning Experiences
www.ijte.net Designing Effective Gamified Learning Experiences Yunjo An University of North Texas, United States To cite this article: An, Y. (2020). Designing effective gamified learning experiences. International Journal of Technology in Education (IJTE), 3(2), 62-69. International Journal of Technology in Education (IJTE) is a peer-reviewed scholarly online journal. This article may be used for research, teaching, and private study purposes. Authors alone are responsible for the contents of their articles. The journal owns the copyright of the articles. The publisher shall not be liable for any loss, actions, claims, proceedings, demand, or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of the research material. All authors are requested to disclose any actual or potential conflict of interest including any financial, personal or other relationships with other people or organizations regarding the submitted work. International Journal of Technology in Education Volume 3, Issue 2, Fall 2020 Designing Effective Gamified Learning Experiences Yunjo An Article Info Abstract Article History Gamification has been used in a variety of settings, including business, healthcare, and education. Although there are successful gamification examples, Received: many gamification projects fail due to poor design. Despite the importance of 24 December 2019 thoughtful design of gamification, previous research on gamification in education has not paid sufficient attention to the -
Softening the Learning Curve of Software Development Tools
Softening the Learning Curve of Software Development Tools João Fernandes Prof. Dr. Mário Rui Instituto Superior Técnico Gomes [email protected] Instituto Superior Técnico [email protected] Prof. Dr. Rui Prada Eng. Lúcio Ferrão Instituto Superior Técnico OutSystems [email protected] [email protected] ABSTRACT steep learning curve to novice users. This allows illustrat- In the software industry, albeit wide spread techniques to ing the typical learning tools, and their adequacy according make the development cycle more agile, it is not easy for a to the expertise of the user. Even though a set of tools company to implement, maintain and deliver tools that sup- are deployed, novice users still take much time to evolve, port the learning stages of their users. As such, the learn- since these tools present low retention rates. In order to ing processes and tools tend to receive fewer budget on the address the problem of steep learning curves, this document product backlog. With this in consideration, a framework presents a framework that intends to: increase the learn- for computer assisted learning was devised. This framework ers' retention rate, meaning that learners should be able is intended to increase the subject matter retention rate, to perform better given a transfer test, not slowing the per- minimize the learners' frustration levels, while keeping the formance of advanced users, and not to significantly increase development and maintenance costs low. the maintenance costs. The learning curve presented by an Integrated Development 2. THE LEARNING CURVE OF AN IDE Environment is discussed. -
Understanding 3-D Spaces Through Game-Based Learning: a Case Study Of
UNDERSTANDING 3-D SPACES THROUGH GAME-BASED LEARNING: A CASE STUDY OF KNOWLEDGE ACQUISITION THROUGH PROBLEM-BASED LEARNING IN MINECRAFT Jami Roberts-Woychesin, B.S., M.S. Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS August 2015 APPROVED: Scott Warren, Major Professor James G. Jones, Committee Member Cathleen Norris, Committee Member Jeff Allen, Interim Chair of the Department of Learning Technologies Herman Totten, Dean of the College of Information Costas Tsatsoulis, Interim Dean of the Toulouse Graduate School Roberts-Woychesin, Jami. Understanding 3-D spaces through game-based learning: A case study of knowledge acquisition through problem-based learning in Minecraft. August 2015, Doctor of Philosophy (Learning Technologies), 141 pp., 20 figures, references, 133 titles. The primary purpose in this case study was to explore the use of three-dimensional virtual spaces via the use of the game Minecraft as a teaching tool. The case study examined the effectiveness, self-efficacy, and social interaction of students when using such a tool in the teaching and learning process. The research analyzed knowledge acquisition through various deliverables such as benchmark pre and post exams, student discourse, and tangible objects created from the lessons by the students. Students were enrolled and participated in a summer camp offered from Arts and Technology Institute in North Texas. The camp utilized Minecraft to teach architecture types. Students learned about pyramids (Egyptian and Aztec), Roman/Greek architecture, Gothic architecture, and Post-Modern Architecture. Each day students were exposed to a different them of architecture and were tasked with building a world that was in the theme of an assigned type of architecture. -
Game-Based Approach in E-Learning
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Bulgarian Digital Mathematics Library at IMI-BAS ІX Национална конференция „Образованието и изследванията в информационното общество” 2016 143 GAME-BASED APPROACH IN E-LEARNING Mariya Gachkova, Elena Somova University of Plovdiv “Paisii Hilendarski” [email protected], [email protected] Abstract : In this article a summary is made of the use of standard electronic game’s methods in e-learning. It shows how game-elements and game-mechanics can be applied in e-learning environments. Different types of Serious games – Game-based learning, Gamification of learning, Organizational-dynamic games, Simulation Games and Edutainment have been discussed. The article introduces the game-based model for learning and 70:20:10 education framework. There are examples for e-Learning environments that include some of the abovementioned game-elements and game-techniques. The focus in the conclusion is on the potential benefits of successful implementation of serious games into a learning environments. Key words : E-learning, Serious games, Game-based learning, Gamification, Game-based learning model. 1. Introduction The use of electronic learning (e-learning), electronic resources and activities in traditional learning is growing fast. This brings to the need of new approaches and methods in education. In the near past the electronic games were used only for entertainment, but nowadays they are seen as a successful way for learning. The educational games can be found in e-learning environments both as independent programs for learning as well as additional modules, supporting the uptake of educational content [Paunova’2013]. -
Jennifer Beaudette Manager
Jennifer Beaudette Manager – IT Business Analysis, Applications & Development Fish & Richardson *Served as Project Manager for Windows 7/Office 2010 Rollout 11 Offices 1100 Users 400 Attorneys Generic Timeline & Checklist Wednesday, September 22, 2010 10:24 AM Office Name Deployment Date (3 weeks before) - [Date] Initial Communication Email to Office Project Manager Management Draft End User Initial Communication Marketing Lead Training Equipment Hardware Check Local IT End User Hardware Check Local IT Finalize Deployment Team and Announce Project Manager Travel Schedules Finalized and Approved All Traveling Team Members Marketing Materials Drafted & Sent For Approval Marketing Lead Marketing Materials Produced Marketing Lead (2 weeks before) - [Date] Initial Communication Email to End Users Project Manager Plan and Announce Promotional Event Marketing Lead Resend User Survey to Prior Users Project Manager Marketing Materials Received and Displayed Local IT Production of all Pre-Approved Training Marketing Lead Materials/ Ship to Assigned Trainer Training Schedule Drafted and Sent For Approval Training Lead Promotional Materials Double-Checked Local IT Any New Equipment Tagged and Delivered Hardware Lead Submit Any Changes/Updates to Project Team Manager Training Schedule Finalized and Entered into Training Lead Online Learning System Begin User Scheduling for Upgrade Time/Day - Local IT Entry into SharePoint Delivery Pre-Upgrade Information Sheet to End Local IT Users Arrange and Book Conference Rooms for Local IT Training/Alternate -
Wordcamp 2010-Public.Pdf
1 Does anyone here use Microsoft Office? It is used by hundreds of millions of people to create billions of documents across thousands of different communities. What happens when you combine Microsoft Office, one of the oldest and most complex works of consumer software with games? This is exactly the question that Office Labs asked. Office Labs is the wild side of the Office developer organization. 2 What we came up with is something called Ribbon Hero, a plugin for Word, Excel and Powerpoint that is turns the act of learning the various features of Office into a social game that can be played during your coffee break. I’ll dig into Ribbon Hero in more depth later in the talk, but first I wanted to cover a more important issue. Why did we do this? What did we mix the chocolate of games with the peanut butter of everyday applications? 3 Here’s what I’ll be talking about today. First, we’ll cover Holes in modern application and user experience design. The tools we have for designing software are good, but they are missing a major aspect of how users actually use products. Next, I’ll give you a brief overview of the vast and exciting field of game design and how it offers unique techniques for filling the holes in application design. Then we’ll take a quick look at Ribbon Hero, an example of how game mechanics improve applications. Finally, if there is time, I want to show what happens when you design a tradtional application like a blog with game mechanics in mind from the very beginning. -
Free Tools from Microsoft: This Is a List of More Free Tools from Microsoft That Many Teachers Have Found Useful
Free Software and Tools from Microsoft Have the following free software installed on your laptop: Before you come to the Institute in November, install these six pieces of software and play around with each of them. You should have a basic understanding of each of these. You will want to use at least one of these for your Learning Excursion project. 1. AutoCollage (from Partners in Learning) http://us.partnersinlearningnetwork.com/Resources/Pages/AutoCollage.aspx Photo collages celebrate important events and themes in our lives. Pick a folder, press a button, and in a few minutes AutoCollage presents you with a unique memento to print or email to your family and friends. 2. Photosynth http://photosynth.net/create.aspx Photosynth takes your photos, mashes them together and recreates a 3D scene out of them that anyone can view and move around in. Different than static photos and video, Photosynth allows you to explore details of places, objects, and events unlike any other media. You can’t stop video, move around and zoom in to check out the smallest details, but with Photosynth you can. And you can’t look at a photo gallery and immediately see the spatial relation between the photos, but with Photosynth you can! 3. Image Composite Editor http://research.microsoft.com/en-us/um/redmond/groups/ivm/ice/ Microsoft Image Composite Editor is an advanced panoramic image stitcher. Given a set of overlapping photographs of a scene shot from a single camera location, the application creates a high-resolution panorama that seamlessly combines the original images. -
Gamification in E-Learning Isatyash Fakoo, Iitulasi.B Idept
ISSN : 2347 - 8446 (Online) International Journal of Advanced Research in ISSN : 2347 - 9817 (Print) Vol. 5, Issue 1 (Jan. - Mar. 2017) Computer Science & Technology (IJARCST 2017) Gamification in e-Learning ISatyash Fakoo, IITulasi.B IDept. of Computer Science, Christ University, Bangalore, India IIAssociate Professor, Department of Computer Science, Christ University, Bangalore, India Abstract Teaching learning process had involved to greater dimension in the past decade. The penetration and ease of availability has seen rise in use of e-Learning in the high education. e-Learning has provided a virtual platform for both learners and teachers to cater to the varied learner needs. The digital native, who is the current generation of learner find games as an interesting medium to learn. Gamification of learning has been to be a new approach to engage the digital learner in an efficient way. Keywords Gamification; e-Learning; digital learner; open source tools; hot potatoes component. I. Introduction students and students in remote and inaccessible places all over Gamification has been part of marketing, customer engagement the world by offering them more prominent adaptability as far and many other sectors of industry. It is perceived as innovative as place and time. approach to enhance the business model. Success and usage of 1. At Fortune 500 firms, 73.6 percent of technology-delivered games in the business sector is predicted to take upsurge in the training comes through networked, online methods. (1) coming years. Every field benefits through innovative or disruptive 2. Corporations can save up to 70% by replacing traditional techniques and educational field is no different.