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The Role of Gamification in Education
and Personal Health and Well-Being
UPSI Gamification Seminar
Malaysia
David Wortley
About Me
Baby Boomer
Technologist
Human Being
Passion for Life and Human Potential
GAETSS CEO & Senior Consultant Imaginary srl
Gamification
Enabling/Disruptive Technologies
Learning/Education
Health/Well-Being
What is Gamification?
● Mechanics & Human Psychology
● Challenges
● Chance and Uncertainty
● Goals and Objectives
● Rules, Rewards and Penalties
● Actions & Consequences
● Measurement & Feedback
● Progress & Development
● Intrinsic & Extrinsic Motivation
Every Single Human Activity is a Game in which we can be Players or Spectators
It is embedded in our DNA to develop through playing games
The Education Challenges
How do we equip the children of
today with the knowledge, life
skills and personal attributes to
survive and prosper in a world
which is rapidly changing?
How can we build a sustainable
future in a world in which much of
what once required human
intelligence and skill will in future
be controlled by technology?
The Challenges and the Role of Technology
in Education & Learning
● We need adapt learning strategies to the needs of the future society
● We need to recognise that individuals will have many different careers in
their lifetime
● We need to harness the power of technology to augment and enhance
humanity not replace humans with machines
● We need to encourage active citizenship, lifelong learning and a desire to
build a better world
● We need to help students manage personal relationships
● We need to equip students of all ages with the ability to be successful in
the game of life
The Health & Well-Being Challenge
The Ageing Society Challenges the Sustainability of Health Services
The Ageing Society and Health
Lifestyle Related conditions require serious intervention to change behaviour
The Challenges and the Role of Technology
in Health and Wellbeing
● We need to influence lifestyle behaviours as early as possible to avoid
health problems in later life
● We need to incentivise all ages and generations to better exercise and
eating habits
● We need to create the best possible social, political, economic and
environmental conditions to support healthy living
● We need to harness the power of technology to educate and develop the
right skills for 21st century living
● We need to balance technology with humanity
The Past, Present and Future of Learning
Impact of Technology on Society and Health
How we Learn
What we Learn
Who we Learn from
Education Scenario in the 1960s
● Knowledge and skills acquired from human
beings
● Competence periodically assessed and
recorded by human beings
● Knowledge and curriculum rarely changed
● Learning stopped at University followed by
job training
● Students prepared for a career for life
● Students channeled into a discipline
● Hierarchical society with career
progression based on experience
● University degree guarantees job
Role of Teachers in 1960s
● Transfer knowledge
● Apply discipline
● Prepare for exams
● Assess students
● Provide feedback
● Inspire and Motivate
● Coach and Mentor
How do we Learn ?
If we need to know something we call on the services of a subject matter expert
Which Expert Shall We Ask ?
Will they know ? Are they available ? Can I trust them ? How much will it cost ?
Today the expert available 24/7 with quick access is the Search Engine
1950’s
1990’s
The desktop personal computer provided electronic versions of knowledge
The Millennium Virtual Classrooms
As data communications improved virtual classrooms extended the reach
of Subject Matter Experts through online virtual classrooms
2010’s MOOCs
Benefits of Computer Based Education
● Cost Effective
● Always accessible
● Consistent answers
● Hyperlink connections to more detail
● Massive pool of knowledge
● Global Reach
The focus of 1st generation CBE is on knowledge transfer and access to information
Is this Enough ?
Digital Natives demand and need more than instant access to knowledge
Teach me to Swim
Learning by doing – immersive experiences
Flight Simulation
Flight Simulators use technology to develop human skills by
immersive experiences that allow for trial and error learning by doing
Simulating Medical Conditions
Commercial games company skills applied to medicine
create realistic scenarios
The Process Involved
Realism limited by the power of available technologies
Mixed Reality
Using physical objects in virtual training to provide accurate assessment
and haptic feedback
Benefits of Immersive E-Learning
● Safe learning environment
● Overcomes high cost / impracticality of real-life scenarios
● Enables simulation of rare conditions and events
● Creates learner engagement
● Debriefing opportunities from recorded training sessions
● Knowledge transfer from expert practitioners
● Tracking and Recording of Learner progress
2nd Generation Immersive Experiential Learning by doing goes beyond
knowledge transfer and helps to shape understanding of cause and effect
Types of Immersive E-Learning
● Virtual Classrooms
● Serious Games
● Virtual Worlds
● Simulations
● Virtual Reality and Augmented Reality
Smart E-Hospital
Gamified Immersive Training in a 3D virtual hospital
Integrating Real/Virtual Worlds
Datascape Virtual Control Room Environment to visualise real data streams
Personalised Learning
Personalised learning is not just applications tailored to the demographics of the
learner but the use of technology to intelligently adapt to the learner situation
What food has high protein ?
Next Generation E-Learning will be adaptive and personalised
Acting on information
provided by non-contextual,
impersonal search engines
could prove fatal
Enabling / Disruptive Technologies
and Future Learning
● Virtual Reality
● Augmented / Mixed Reality
● Sensors / Internet of things
● Artificial intelligence
● Machine Learning
● Robotics
● Cloud Computing
● Wireless Broadband
● Mobile Devices
● Natural interface devices
● Big Data Analytics
● Data Visualisation
● Holographics
● 3D Imaging
● 3D printing
● Smart Coaching
All of these technologies will cause disruption to existing learning practices
Immersive Imaging / VR
New Technologies for creating and displaying immersive environments
will impact many areas of life as they become consumersied
What shall we Learn ?
Just as technology is having a major impact on how we learn, how will it also
impact on what we need to learn?
What training is needed for this Job?
● Extremely responsible and demanding
● Requires communication and teamwork
● High level of skill and technical knowledge
● Responsible for lives of hundreds of people
every day
● In charge of expensive machinery
● Mistakes could cost lives and money
That Train Driver Job No Longer Exists
Many expert jobs done by humans today will be done by machines tomorrow !
Intelligent Machines remove the need for
Human Skills to use or maintain them
I love both cars but which do I rely on?
Robotics Example
Technology empowering ordinary people to do extraordinary things
Who Painted This ?
Technology can do many things better and faster than humans
in health, finance and access to knowledge
Education Scenario in the 21st Century
● Knowledge and skills acquired from
interactive technology
● Competence continuously assessed and
recorded by technology
● Knowledge and curriculum change rapidly
● Lifelong learning and development essential
● Students prepared for life with many career
changes
● Students become multi-disciplinary
● Network society with career progression
based on enterprise and relationships
● University degree no guarantee of a job
What shall we Learn ?
Future teaching will focus on vocations, personal attributes and competences
which cannot be done by machines
e.g. creativity, innovation, manual dexterity, personal relationships
Whom shall we learn from ?
Human Beings inspire, motivate, influence and shape our lives
The Human Factor
Leicester City Football Club achieved a success against odds of 5,000/1
(less likely than finding Elvis Presley or the Loch Ness Monster)
Their whole team cost less than £30M
They succeeded by working together to a common vision inspired by
their coach and now they have inspired millions of others to believe in the dream
Whom shall we Learn From?
Human Beings are Role Models, Guides, Coaches, Mentors
Personal Relationships with Human Beings make us what we are.
Conclusions for Education
● Disruptive technologies will displace many jobs currently
done by humans
● Teachers are already changing their role in society from
knowledge dissemination to coaching and mentoring
● Higher Education is no longer a guarantee of employment
● Future economies will need those essentially human qualities
such as innovation, creativity, caring and inspiring
● Vocational training will become a primary focus in national
education strategies
The Ageing Society and Health
Lifestyle Related conditions require serious intervention to change behaviour
Possible Solutions
● Develop clinical solutions that prevent or
manage these conditions or
● Influence industry and citizens through
public policy interventions or
● Develop better personal health
management solutions and practices
47
Clinical Solutions
48
Public Policy Interventions
Taxes & Legislation
49
Public Policy Interventions
Awareness and Education
50
Better Personal Health Management
51
Which is the Best Solution?
Who will Provide the Solution?
52
Medical Professionals or Politicians or Citizens?
The Message
Lifestyle Related Conditions are the
most important cause of premature
death and actions which influence
healthy lifestyles should be adopted
as early as possible in your life
The Transition from Cure to Prevention
It’s quite clear that the best chance we have for
increasing our life spans and overall improving
our health is to adjust our personal behaviours
and to do so at an early age.
54
The Problem of the Spectator Society
55
Spectators observe but do not get involved in influencing outcomes
- they expect others to make interventions and solve problems
The Spectator Society
56
Impact of Technology on our Locus of Control ?
Spectator
Leader / Coach
Player
Fan
Changing Lifestyles
and Consumer Empowerment
One of the consequences
of this convenient and
easy access to our daily
wants and needs is a
decline in the physical and
mental challenges
necessary for our lifelong
development and health
maintenance
What can be Done ?
The consequences of a failure to address these challenges are unthinkable…..
Gamification, Technology and Health
Leveraging Disruptive Technology to Address Global Challenges
Personal Case Study
An Approach for Better Personal Health
Gamification Enabling Technologies
Internet of Things & Sensors
Biosensor technologies, Cloud computing, big data analytics,
data visualisation and mobile apps will transform personal health management
Conclusion for Public Health
● Transfer of knowledge and information about exercise and
diet is not enough to sustain lifestyle changes
● Wearable technologies providing data about our health are
not enough to sustain lifestyle changes
● A combination of human factors (Gamification) and sensor
technologies can sustain lifestyle changes
● Sustainable public health services will only be possible with
better citizen engagement in personal health management
(and responsibility) for all ages.
It’s Life Jim but not as we know it !!!
Control the Future (or it might control YOU !!)
Humans once used their skill and Intelligence to harness the potential of technology
Now machines use their intelligence to harness the potential of humans
Any Questions ?
The Role of Gamification in Education
and Personal Health and Well-Being
UPSI Gamification Seminar
Malaysia
David Wortley

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Gamification in Education and Personal Health

  • 1. The Role of Gamification in Education and Personal Health and Well-Being UPSI Gamification Seminar Malaysia David Wortley
  • 2. About Me Baby Boomer Technologist Human Being Passion for Life and Human Potential GAETSS CEO & Senior Consultant Imaginary srl
  • 4. What is Gamification? ● Mechanics & Human Psychology ● Challenges ● Chance and Uncertainty ● Goals and Objectives ● Rules, Rewards and Penalties ● Actions & Consequences ● Measurement & Feedback ● Progress & Development ● Intrinsic & Extrinsic Motivation Every Single Human Activity is a Game in which we can be Players or Spectators It is embedded in our DNA to develop through playing games
  • 5. The Education Challenges How do we equip the children of today with the knowledge, life skills and personal attributes to survive and prosper in a world which is rapidly changing? How can we build a sustainable future in a world in which much of what once required human intelligence and skill will in future be controlled by technology?
  • 6. The Challenges and the Role of Technology in Education & Learning ● We need adapt learning strategies to the needs of the future society ● We need to recognise that individuals will have many different careers in their lifetime ● We need to harness the power of technology to augment and enhance humanity not replace humans with machines ● We need to encourage active citizenship, lifelong learning and a desire to build a better world ● We need to help students manage personal relationships ● We need to equip students of all ages with the ability to be successful in the game of life
  • 7. The Health & Well-Being Challenge The Ageing Society Challenges the Sustainability of Health Services
  • 8. The Ageing Society and Health Lifestyle Related conditions require serious intervention to change behaviour
  • 9. The Challenges and the Role of Technology in Health and Wellbeing ● We need to influence lifestyle behaviours as early as possible to avoid health problems in later life ● We need to incentivise all ages and generations to better exercise and eating habits ● We need to create the best possible social, political, economic and environmental conditions to support healthy living ● We need to harness the power of technology to educate and develop the right skills for 21st century living ● We need to balance technology with humanity
  • 10. The Past, Present and Future of Learning Impact of Technology on Society and Health How we Learn What we Learn Who we Learn from
  • 11. Education Scenario in the 1960s ● Knowledge and skills acquired from human beings ● Competence periodically assessed and recorded by human beings ● Knowledge and curriculum rarely changed ● Learning stopped at University followed by job training ● Students prepared for a career for life ● Students channeled into a discipline ● Hierarchical society with career progression based on experience ● University degree guarantees job
  • 12. Role of Teachers in 1960s ● Transfer knowledge ● Apply discipline ● Prepare for exams ● Assess students ● Provide feedback ● Inspire and Motivate ● Coach and Mentor
  • 13. How do we Learn ? If we need to know something we call on the services of a subject matter expert
  • 14. Which Expert Shall We Ask ? Will they know ? Are they available ? Can I trust them ? How much will it cost ? Today the expert available 24/7 with quick access is the Search Engine
  • 16. 1990’s The desktop personal computer provided electronic versions of knowledge
  • 17. The Millennium Virtual Classrooms As data communications improved virtual classrooms extended the reach of Subject Matter Experts through online virtual classrooms
  • 19. Benefits of Computer Based Education ● Cost Effective ● Always accessible ● Consistent answers ● Hyperlink connections to more detail ● Massive pool of knowledge ● Global Reach The focus of 1st generation CBE is on knowledge transfer and access to information
  • 20. Is this Enough ? Digital Natives demand and need more than instant access to knowledge
  • 21. Teach me to Swim Learning by doing – immersive experiences
  • 22. Flight Simulation Flight Simulators use technology to develop human skills by immersive experiences that allow for trial and error learning by doing
  • 23. Simulating Medical Conditions Commercial games company skills applied to medicine create realistic scenarios
  • 24. The Process Involved Realism limited by the power of available technologies
  • 25. Mixed Reality Using physical objects in virtual training to provide accurate assessment and haptic feedback
  • 26. Benefits of Immersive E-Learning ● Safe learning environment ● Overcomes high cost / impracticality of real-life scenarios ● Enables simulation of rare conditions and events ● Creates learner engagement ● Debriefing opportunities from recorded training sessions ● Knowledge transfer from expert practitioners ● Tracking and Recording of Learner progress 2nd Generation Immersive Experiential Learning by doing goes beyond knowledge transfer and helps to shape understanding of cause and effect
  • 27. Types of Immersive E-Learning ● Virtual Classrooms ● Serious Games ● Virtual Worlds ● Simulations ● Virtual Reality and Augmented Reality
  • 28. Smart E-Hospital Gamified Immersive Training in a 3D virtual hospital
  • 29. Integrating Real/Virtual Worlds Datascape Virtual Control Room Environment to visualise real data streams
  • 30. Personalised Learning Personalised learning is not just applications tailored to the demographics of the learner but the use of technology to intelligently adapt to the learner situation
  • 31. What food has high protein ? Next Generation E-Learning will be adaptive and personalised Acting on information provided by non-contextual, impersonal search engines could prove fatal
  • 32. Enabling / Disruptive Technologies and Future Learning ● Virtual Reality ● Augmented / Mixed Reality ● Sensors / Internet of things ● Artificial intelligence ● Machine Learning ● Robotics ● Cloud Computing ● Wireless Broadband ● Mobile Devices ● Natural interface devices ● Big Data Analytics ● Data Visualisation ● Holographics ● 3D Imaging ● 3D printing ● Smart Coaching All of these technologies will cause disruption to existing learning practices
  • 33. Immersive Imaging / VR New Technologies for creating and displaying immersive environments will impact many areas of life as they become consumersied
  • 34. What shall we Learn ? Just as technology is having a major impact on how we learn, how will it also impact on what we need to learn?
  • 35. What training is needed for this Job? ● Extremely responsible and demanding ● Requires communication and teamwork ● High level of skill and technical knowledge ● Responsible for lives of hundreds of people every day ● In charge of expensive machinery ● Mistakes could cost lives and money
  • 36. That Train Driver Job No Longer Exists Many expert jobs done by humans today will be done by machines tomorrow !
  • 37. Intelligent Machines remove the need for Human Skills to use or maintain them I love both cars but which do I rely on?
  • 38. Robotics Example Technology empowering ordinary people to do extraordinary things
  • 39. Who Painted This ? Technology can do many things better and faster than humans in health, finance and access to knowledge
  • 40. Education Scenario in the 21st Century ● Knowledge and skills acquired from interactive technology ● Competence continuously assessed and recorded by technology ● Knowledge and curriculum change rapidly ● Lifelong learning and development essential ● Students prepared for life with many career changes ● Students become multi-disciplinary ● Network society with career progression based on enterprise and relationships ● University degree no guarantee of a job
  • 41. What shall we Learn ? Future teaching will focus on vocations, personal attributes and competences which cannot be done by machines e.g. creativity, innovation, manual dexterity, personal relationships
  • 42. Whom shall we learn from ? Human Beings inspire, motivate, influence and shape our lives
  • 43. The Human Factor Leicester City Football Club achieved a success against odds of 5,000/1 (less likely than finding Elvis Presley or the Loch Ness Monster) Their whole team cost less than £30M They succeeded by working together to a common vision inspired by their coach and now they have inspired millions of others to believe in the dream
  • 44. Whom shall we Learn From? Human Beings are Role Models, Guides, Coaches, Mentors Personal Relationships with Human Beings make us what we are.
  • 45. Conclusions for Education ● Disruptive technologies will displace many jobs currently done by humans ● Teachers are already changing their role in society from knowledge dissemination to coaching and mentoring ● Higher Education is no longer a guarantee of employment ● Future economies will need those essentially human qualities such as innovation, creativity, caring and inspiring ● Vocational training will become a primary focus in national education strategies
  • 46. The Ageing Society and Health Lifestyle Related conditions require serious intervention to change behaviour
  • 47. Possible Solutions ● Develop clinical solutions that prevent or manage these conditions or ● Influence industry and citizens through public policy interventions or ● Develop better personal health management solutions and practices 47
  • 51. Better Personal Health Management 51
  • 52. Which is the Best Solution? Who will Provide the Solution? 52 Medical Professionals or Politicians or Citizens?
  • 53. The Message Lifestyle Related Conditions are the most important cause of premature death and actions which influence healthy lifestyles should be adopted as early as possible in your life
  • 54. The Transition from Cure to Prevention It’s quite clear that the best chance we have for increasing our life spans and overall improving our health is to adjust our personal behaviours and to do so at an early age. 54
  • 55. The Problem of the Spectator Society 55 Spectators observe but do not get involved in influencing outcomes - they expect others to make interventions and solve problems
  • 56. The Spectator Society 56 Impact of Technology on our Locus of Control ? Spectator Leader / Coach Player Fan
  • 57. Changing Lifestyles and Consumer Empowerment One of the consequences of this convenient and easy access to our daily wants and needs is a decline in the physical and mental challenges necessary for our lifelong development and health maintenance
  • 58. What can be Done ? The consequences of a failure to address these challenges are unthinkable…..
  • 59. Gamification, Technology and Health Leveraging Disruptive Technology to Address Global Challenges
  • 61. An Approach for Better Personal Health Gamification Enabling Technologies
  • 62. Internet of Things & Sensors Biosensor technologies, Cloud computing, big data analytics, data visualisation and mobile apps will transform personal health management
  • 63. Conclusion for Public Health ● Transfer of knowledge and information about exercise and diet is not enough to sustain lifestyle changes ● Wearable technologies providing data about our health are not enough to sustain lifestyle changes ● A combination of human factors (Gamification) and sensor technologies can sustain lifestyle changes ● Sustainable public health services will only be possible with better citizen engagement in personal health management (and responsibility) for all ages.
  • 64. It’s Life Jim but not as we know it !!!
  • 65. Control the Future (or it might control YOU !!) Humans once used their skill and Intelligence to harness the potential of technology Now machines use their intelligence to harness the potential of humans
  • 67. The Role of Gamification in Education and Personal Health and Well-Being UPSI Gamification Seminar Malaysia David Wortley

Notes de l'éditeur

  1. This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI in Malaysia on May 6th 2016
  2. To introduce myself in the context of this presentation, I should tell you that I am a baby boomer born in 1949 in an age when life was almost unimaginably different with few cars, no personal computers and no mobile phones. I have been very fortunate to have lived through one of the most exciting times in mankind’s history. I was the Founding Director of the Serious Games Institute (SGI) at Coventry University where we pioneered many serious games and immersive technology applications such as modelling the SGI in the Second Life Virtual World as you can see in the central image with my avatar. I have a passion for trying to shape the use of technology to address important global issues and this is reflected in my book “Gadgets to God” which discusses our changing relationship with technology
  3. In this presentation I want to focus on 4 closely related topics :- Gamification Enabling or Disruptive Technologies Learning and Education Health and Well-Being
  4. To begin with, I want to make it very clear that Gamification has nothing to do with technology and everything to do with human psychology. Technology can be applied as part of a gamification strategy but the art of gamification is a very human activity which I believe is embedded in our DNA and which we use consciously or sub-consciously in our daily lives. Gamification can be recognised by the presence of the following elements :- Challenges Chance and Uncertainty Goals and Objectives Rules, Rewards and Penalties Actions & Consequences Measurement & Feedback Progress & Development Intrinsic & Extrinsic Motivation
  5. Today, education has very different challenges to those in the 1960s when the world changed more slowly and teachers were able to repeat the same lessons and practices year after year. Today, our children need to be equipped with 21st century skills and attributes which recognise the impact of technology on many jobs which once required human skill and intelligence but in future will be taken over by machines.
  6. To summarise how I see these challenges and the role of technology in Education and Learning We need adapt learning strategies to the needs of the future society We need to recognise that individuals will have many different careers in their lifetime We need to harness the power of technology to augment and enhance humanity not replace humans with machines We need to encourage active citizenship, lifelong learning and a desire to build a better world We need to help students manage personal relationships We need to equip students of all ages with the ability to be successful in the game of life
  7. When it comes to health and well-being, one of the biggest challenges is the Ageing Society which means that a growing population of elderly non-working citizens will need to be sustained by a dwindling population of working people.
  8. To aggravate this situation, there is a serious growing problem of lifestyle related conditions which today are the primary cause of death and/or chronic health conditions which, in future, public health services will not have the resources to treat.
  9. To summarise these challenges and the role of technology We need to influence lifestyle behaviours as early as possible to avoid health problems in later life We need to incentivise all ages and generations to better exercise and eating habits We need to create the best possible social, political, economic and environmental conditions to support healthy living We need to harness the power of technology to educate and develop the right skills for 21st century living We need to balance technology with humanity
  10. 5
  11. This presentation explores the importance and relevance of Gamification in Education and Personal Health and Well-Being. The presentation was delivered at the inaugural Gamification Conference and Exhibition at UPSI in Malaysia on May 6th 2016