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PRACTICAL APPLICATIONS OF
GAMIFICATION
GAMIFICATION IS NOT GAME-BASED-LEARNING
Game-Based-Learning = Using Games in a Learning
Environment!
GAMIFICATION
Using Game elements to support teaching! Often but
not necessarily with the help of ICT.
WHAT TO DO
 Allow experimentation
 Include rapid feedback cycles
 Adapt tasks to skill levels
 Increase tasks difficulties
 Break complex tasks into shorter and simple sub-
tasks
 Allow different routes to success
 Allow the recognition and reward by teachers,
parents and other students
Domínguez, Adrián, et al. "Gamifying learning experiences: Practical implications and outcomes."
Computers & Education 63 (2013): 380-392.
EXAMPLE
Explore the City & Explore the Community
EXAMPLE LEADERBOARDS
 Competition and comparison
 Can provide instant feedback
 Should show different ranking
dimensions (transparency)
EXAMPLE BADGES, TROPHIES,
ACHIEVEMENTS
 Social Recognition
 Rewards valuable behavior
 Can be milestones to break down
complex tasks
DIFFERENT ROUTES TO SUCCESS
 Can write exams
 Can write papers
 Can do oral exams
 Presentations…
Students can select how they
want to participate.
Make sure you everybody has to cover minimal
requirements!
GROUP WORK – COMPETITION IN GROUPS
AND BETWEEN GROUPS
 Difficult!
 Some students don’t take group work serious BUT
 Creating competition within the group can break the
group dynamics
MAKE SURE THAT
You address the Emotional, Social and
cognitive areas!
BE CAREFUL!
Once you give rewards (external
motivation) it’s very difficult to motivate
students again if the reward is taken
away!
Be transparent!
Students will try to break the rules of
the game!
Apply Gamification to the Content, not
Content to Gamification
AND RESEARCH SAYS
 Students will likely do better in applying knowledge
 But will likely have less theoretical knowledge
 There is only little emperical (peer reviewed)
research on Gamification in educational context.
Landers, Richard N., and Rachel C.
Callan. "Casual social games as serious
games: The psychology of gamification in
undergraduate education and employee
training." Serious Games and
Edutainment Applications. Springer
London, 2011. 399-423.

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Walter gamification

  • 2. GAMIFICATION IS NOT GAME-BASED-LEARNING Game-Based-Learning = Using Games in a Learning Environment!
  • 3. GAMIFICATION Using Game elements to support teaching! Often but not necessarily with the help of ICT.
  • 4. WHAT TO DO  Allow experimentation  Include rapid feedback cycles  Adapt tasks to skill levels  Increase tasks difficulties  Break complex tasks into shorter and simple sub- tasks  Allow different routes to success  Allow the recognition and reward by teachers, parents and other students Domínguez, Adrián, et al. "Gamifying learning experiences: Practical implications and outcomes." Computers & Education 63 (2013): 380-392.
  • 5. EXAMPLE Explore the City & Explore the Community
  • 6. EXAMPLE LEADERBOARDS  Competition and comparison  Can provide instant feedback  Should show different ranking dimensions (transparency)
  • 7. EXAMPLE BADGES, TROPHIES, ACHIEVEMENTS  Social Recognition  Rewards valuable behavior  Can be milestones to break down complex tasks
  • 8. DIFFERENT ROUTES TO SUCCESS  Can write exams  Can write papers  Can do oral exams  Presentations… Students can select how they want to participate. Make sure you everybody has to cover minimal requirements!
  • 9. GROUP WORK – COMPETITION IN GROUPS AND BETWEEN GROUPS  Difficult!  Some students don’t take group work serious BUT  Creating competition within the group can break the group dynamics
  • 10. MAKE SURE THAT You address the Emotional, Social and cognitive areas!
  • 11. BE CAREFUL! Once you give rewards (external motivation) it’s very difficult to motivate students again if the reward is taken away! Be transparent! Students will try to break the rules of the game! Apply Gamification to the Content, not Content to Gamification
  • 12. AND RESEARCH SAYS  Students will likely do better in applying knowledge  But will likely have less theoretical knowledge  There is only little emperical (peer reviewed) research on Gamification in educational context. Landers, Richard N., and Rachel C. Callan. "Casual social games as serious games: The psychology of gamification in undergraduate education and employee training." Serious Games and Edutainment Applications. Springer London, 2011. 399-423.