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L E A R N I N G I N C O L L A B O R AT I V E A N D
M O T I VAT I O N A L E N V I R O N M E N T S
J O H A N N A P I R K E R
J P I R K E R @ M I T. E D U
G R A Z U N I V E R S I T Y O F T E C H N O L O G Y
E N G A G E M E N T S T R AT E G I E S F R O M G A M E S ,
G A M I F I C AT I O N , A N D V I RT U A L W O R L D S
F D G 2 0 1 5 - D C
http://gallery.carnegiefoundation.org/collections/keep/jbelcher/
T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G
T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G
• Collaborative learning (groups from 3-9)
• Desktop experiments linked to laptops
• Media-rich visualisations & simulations
• Personal response systems to stimulate interaction
between instructor and students
V I R T U A L W O R L D S F O R L E A R N I N G P H Y S I C S
( O N L I N E T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G )
Details: Pirker, J., Berger, S., Gütl, C., Belcher, J., & Bailey, P. H. (2012, November). Understanding physical concepts using an immersive
virtual learning environment. In Proceedings of the 2nd European Immersive Education Summit.
V I R T U A L W O R L D S I N C O M P U T E R S C I E N C E
Details: Pirker, J., Gütl, C., & Kappe, F. (2014, March). Collaborative programming exercises in virtual worlds. In SIGCSE (p. 719).
– G R A H A M & W E I N E R ( 1 9 9 6 )
“In the context of academic achievement,
motivational concerns would be addressed if we
were to ask, for example, why some students
complete tasks despite enormous difficulty, while
others give up at the slightest provocation, or
why some students set such unrealistically high goals
for themselves that failure is bound to occur.”
”
L E A R N I N G W I T H G A M E S
• E X P E R I E N C E T H E A C T I V I T I E S
• P L AY F U L E N V I R O N M E N T S
• M U LT I P L AY E R & S I N G L E P L AY E R
• I M M E R S I V E E X P E R I E N C E P O S S I B L E
G A M I F I C AT I O N
• D I R E C T I V E L E A R N I N G
• I M M E D I AT E F E E D B A C K   
• S H O RT A S S I G N M E N T S
Details: Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification in Education and Business (pp. 253-275).
Springer International Publishing.
S M A L L - S C A L E G A M I F I C AT I O N
E X A M P L E S I N C L A S S
Details: Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning: Engaging university students in computer
science education. In Proceedings of the 2014 conference on Innovation & technology in computer science education (pp. 297-302). ACM.
0" 20" 40" 60" 80" 100" 120" 140" 160" 180"
Minutes"
Timline"of"lecture"3"
Lecture" 3.1."Recap"Quiz" 3.2"Concept"Ques?on"
3.3."Short"Calcula?on:"Bayes"Theorem" "3.4."Short"Calcula?on:"Ranking"1" 3.5."Short"Calcula?on:"Ranking"2"
3.6."Discussion:"Steps"of"Ranking" 3.7."Concept"Ques?on"Quiz" "3.11."Discussion:"Quality"of"Retrieval"Models"
3.12."Concept"Ques?on" 3.13."Calcula?on"Retrieval"Performance(Part1/2)" 3.14."Concept"Ques?on"Quiz:"Precision"/"Recall"
3.15."Calcula?on"Retrieval"Performance"(Part"2/2)"
Details: Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning: Engaging university students in computer
science education. In Proceedings of the 2014 conference on Innovation & technology in computer science education (pp. 297-302). ACM.
Details: Pirker, J., Gütl, C., Astatke, Y.: Enhancing Online and Mobile Experimentations with Gamification Strategies. 3rd Experiment@
International Conference.
E N G A G E M E N T S T R AT E G I E S
- P L AY F U L A N D C O L L A B O R AT I O N
F U R T H E R R E A D I N G S
• Pirker, J., Berger, S., Gütl, C., Belcher, J., & Bailey, P. H. (2012, November).
Understanding physical concepts using an immersive virtual learning environment. In
Proceedings of the 2nd European Immersive Education Summit.
• Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification
in Education and Business (pp. 253-275). Springer International Publishing.
• Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning:
Engaging university students in computer science education. In Proceedings of the
2014 conference on Innovation & technology in computer science education (pp.
297-302). ACM.
• Pirker, J., Gütl, C., & Kappe, F. (2014, March). Collaborative programming exercises in
virtual worlds. In SIGCSE (p. 719).
• Pirker, J., Gütl, C., Astatke, Y.: Enhancing Online and Mobile Experimentations with
Gamification Strategies. 3rd Experiment@ International Conference.
T H A N K Y O U F O R Y O U R
AT T E N T I O N .
J O H A N N A P I R K E R , J P I R K E R @ M I T. E D U , W W W. J P I R K E R . C O M , @ J O E Y P R I N K

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Learning in Collaborative and Motivational Environments

  • 1. L E A R N I N G I N C O L L A B O R AT I V E A N D M O T I VAT I O N A L E N V I R O N M E N T S J O H A N N A P I R K E R J P I R K E R @ M I T. E D U G R A Z U N I V E R S I T Y O F T E C H N O L O G Y E N G A G E M E N T S T R AT E G I E S F R O M G A M E S , G A M I F I C AT I O N , A N D V I RT U A L W O R L D S F D G 2 0 1 5 - D C
  • 2. http://gallery.carnegiefoundation.org/collections/keep/jbelcher/ T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G
  • 3. T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G • Collaborative learning (groups from 3-9) • Desktop experiments linked to laptops • Media-rich visualisations & simulations • Personal response systems to stimulate interaction between instructor and students
  • 4. V I R T U A L W O R L D S F O R L E A R N I N G P H Y S I C S ( O N L I N E T E C H N O L O G Y- E N A B L E D A C T I V E L E A R N I N G ) Details: Pirker, J., Berger, S., Gütl, C., Belcher, J., & Bailey, P. H. (2012, November). Understanding physical concepts using an immersive virtual learning environment. In Proceedings of the 2nd European Immersive Education Summit.
  • 5. V I R T U A L W O R L D S I N C O M P U T E R S C I E N C E Details: Pirker, J., Gütl, C., & Kappe, F. (2014, March). Collaborative programming exercises in virtual worlds. In SIGCSE (p. 719).
  • 6. – G R A H A M & W E I N E R ( 1 9 9 6 ) “In the context of academic achievement, motivational concerns would be addressed if we were to ask, for example, why some students complete tasks despite enormous difficulty, while others give up at the slightest provocation, or why some students set such unrealistically high goals for themselves that failure is bound to occur.” ”
  • 7. L E A R N I N G W I T H G A M E S • E X P E R I E N C E T H E A C T I V I T I E S • P L AY F U L E N V I R O N M E N T S • M U LT I P L AY E R & S I N G L E P L AY E R • I M M E R S I V E E X P E R I E N C E P O S S I B L E
  • 8. G A M I F I C AT I O N • D I R E C T I V E L E A R N I N G • I M M E D I AT E F E E D B A C K   • S H O RT A S S I G N M E N T S Details: Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification in Education and Business (pp. 253-275). Springer International Publishing.
  • 9. S M A L L - S C A L E G A M I F I C AT I O N E X A M P L E S I N C L A S S Details: Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning: Engaging university students in computer science education. In Proceedings of the 2014 conference on Innovation & technology in computer science education (pp. 297-302). ACM.
  • 10. 0" 20" 40" 60" 80" 100" 120" 140" 160" 180" Minutes" Timline"of"lecture"3" Lecture" 3.1."Recap"Quiz" 3.2"Concept"Ques?on" 3.3."Short"Calcula?on:"Bayes"Theorem" "3.4."Short"Calcula?on:"Ranking"1" 3.5."Short"Calcula?on:"Ranking"2" 3.6."Discussion:"Steps"of"Ranking" 3.7."Concept"Ques?on"Quiz" "3.11."Discussion:"Quality"of"Retrieval"Models" 3.12."Concept"Ques?on" 3.13."Calcula?on"Retrieval"Performance(Part1/2)" 3.14."Concept"Ques?on"Quiz:"Precision"/"Recall" 3.15."Calcula?on"Retrieval"Performance"(Part"2/2)" Details: Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning: Engaging university students in computer science education. In Proceedings of the 2014 conference on Innovation & technology in computer science education (pp. 297-302). ACM.
  • 11. Details: Pirker, J., Gütl, C., Astatke, Y.: Enhancing Online and Mobile Experimentations with Gamification Strategies. 3rd Experiment@ International Conference.
  • 12. E N G A G E M E N T S T R AT E G I E S - P L AY F U L A N D C O L L A B O R AT I O N
  • 13. F U R T H E R R E A D I N G S • Pirker, J., Berger, S., Gütl, C., Belcher, J., & Bailey, P. H. (2012, November). Understanding physical concepts using an immersive virtual learning environment. In Proceedings of the 2nd European Immersive Education Summit. • Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification in Education and Business (pp. 253-275). Springer International Publishing. • Pirker, J., Riffnaller-Schiefer, M., & Gütl, C. (2014, June). Motivational active learning: Engaging university students in computer science education. In Proceedings of the 2014 conference on Innovation & technology in computer science education (pp. 297-302). ACM. • Pirker, J., Gütl, C., & Kappe, F. (2014, March). Collaborative programming exercises in virtual worlds. In SIGCSE (p. 719). • Pirker, J., Gütl, C., Astatke, Y.: Enhancing Online and Mobile Experimentations with Gamification Strategies. 3rd Experiment@ International Conference.
  • 14. T H A N K Y O U F O R Y O U R AT T E N T I O N . J O H A N N A P I R K E R , J P I R K E R @ M I T. E D U , W W W. J P I R K E R . C O M , @ J O E Y P R I N K