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Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
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Gamification vs. Game Based Learning Andrew Hughes Designing Digitally, Inc. andrew.hughes@designingdigitally.com
Andrew Hughes Professor/President 1-513-360-8042 twitter.com/andyhughes andrew.hughes@designingdigitally.com hughesaw@uc.edu
Designing Digitally, Inc. www.designingdigitally.com 1-866-316-9126 Franklin, Ohio
What are Games? • They give you a problem to solve – Build a City, Farm, Diner, Family, etc. • They provide challenges to you – Added challenges depending upon what you’ve done • They force you to learn skills to improve your abilities – Baseball player, football player, billiards player
Gamification • Gamification is the use of game thinking and game mechanics in a non-game context to engage users and solve problems Gamification is used in applications and processes to improve user engagement
Mechanics • Points • Levels • Progress Bars • Leader Boards • Badges • Feedback is constant
Measurement • Player Reputation • Performance • Completion Time • Time Invested • Was Content Absorbed?
Behavior • Game Loyalty • Mastery (Novice – Expert) • User Engagement
Rewards • Recognition • Status • Access • Virtual Goods • Virtual Currency • Performance Rewards
Game Based Learning • Is the use competitive exercises, either pitting the students against each other or getting them to challenge themselves in order to motivate them to learn better. • Motivation • Learn while doing • Playing WITHIN a game
Game Based Learning • Games often have a fantasy element that engages players in a learning activity through a storyline. The learners learn in a cognitive way. • Use of Storylines • Engagement • User Centered Feedback • Immediate Rewards
Devices Used For Game Based Learning • Motion Tracking – Kinect – Leap • Immersive Experiences – Oculus Rift • Augmented Reality – Google Glass