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RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION. NIKOLA DIMITROV Innovation Research Group VUZF University “Innovation: Engine for Economic Growth” International Scientific Forum VUZF University 1 October, 2013. Conceived during industrial revolution .

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RE-INVENTING AND ENHANCING EDUCATION THOUGH TECHNOLOGY & GAMIFICATION

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  1. RE-INVENTING AND ENHANCING EDUCATIONTHOUGH TECHNOLOGY & GAMIFICATION NIKOLA DIMITROV Innovation Research Group VUZF University “Innovation: Engine for Economic Growth” International Scientific Forum VUZF University 1 October, 2013

  2. Conceived during industrial revolution Works like a factory Focuses on mathematics, physics and theoretical topics What about arts, sports and fun? What about creativity?

  3. “We don’t grow into creativity, we grow out of it. Or rather, we get educated out of it.” Sir Ken Robinson

  4. Consequences… • Epidemic of Attention Deficit Disorder • Lack of engagement • Low motivation to study • Low motivation to succeed • Poor overall performance • Dropouts

  5. Is it the students fault??? Computers Commercials TV Smartphones Radio Social media

  6. Technological impact on education • Control over knowledge and information • Student centered vs. Lecturer centered classes • Collaboration and peer-to-peer education • Self passed learning • Anytime/Anyplace learning • Emergence of Online and/or mobile education

  7. Blame parents What do we do? Blame media Punish them Kick them out of class Give them drugs to focus

  8. Current Challenges 1) Education techniques and Education Tools 2) Examination & Progress monitoring 3) Demotivating marking scheme 4) The role of the lecturer and shifting control towards students

  9. Gamification “The process of game-thinking and game mechanics to engage users and solve problems” (Zickermann, Gamification by design 2011).

  10. Player types Killers – 1% Focus on wining, ranks and peer-to-peer competition Engaged by leaderboards and ranks Explorers – 10% Focus on explorations and discovery of new worlds Engaged by obfuscated achievements Achievers – 10% Focus on attaining status and achieving goals Engaged by goals, achievements and obstacles Socializers – 80% Focus on socializing, network creation and contact lists Engaged by news feeds, friend lists and chatting

  11. Mastery level Novice Problem solvers Experts Masters Visionaries

  12. Game mechanics Human Desires Points Levels Leaderboards Badges Onboarding techniques Challenges and Quests Customization Rewards Status Achievement Self Expression Competition Altruism

  13. Technology & Gamification in Industry SAP Road warrior sales training CBA: Investorville.om Samsung Nation Redcritter (Agile management) Nike Plus Penny auction sites Mint.com Frequent Flyer Programs Fuel/Gas/Shopping Cards Credit Cards (cash back) Coupons (Groupon, Grabo.bg) Linkedin Foursquare Farmville

  14. Technology & Gamification in Education Microsoft “Just press play” Open Study Khan Academy Udemy.com Coursera.org Udacity.com Edublogs.org Lynda.com Bulgaria: Edukami.com Entertraining

  15. Current goals • Use Gamification in the courses we teach • Prove that Gamification works • Motivate and engage students • Inspire students, lecturers and people from the business • Creation of an educational framework and designing a platform that can be used from K-12 to higher education.

  16. Expected benefits • Motivate student to learn • Create a sense of progression and belonging • Improve average grade level and submission rates • Increase employment opportunities for students • Increase student attrition and retention levels • Create positive awareness of university and increase revenue

  17. Feasibility • The idea can easily be applied and tested in a single course Issues and challenges • Management of student point and progression without a automated software will be time consuming • Focus on play rather than learning should be monitored and controlled

  18. Implementation Framework • All lectures are to be pre-recorded so that students can learn at their own pace and repeat what they have not understood (Online and mobile platforms will be used) • Students shall not be penalized for failure but encouraged to master theoretical concepts and practical exercises • Gamification techniques will be implemented and student status tracked manually (due to lack of current system) • Students will have individual as well as team goals and achievements • Usage of skill points will be introduced for leaderboards, level progression, activity unlocking and rewards

  19. Future steps… • Innovate a course with Gamification • Create a framework for a Bachelors and Masters program • Introduce a framework to Ministry of education to reform education via technology and Gamification • Introduce and apply Gamification in Bulgarian enterprises

  20. Thank you  nikdimitrov@city.academic.gr

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