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Games and
Gamificationin the future of education.
Kim Flintoff
Learning Futures Advisor
We are not alone
This is a global phenomenon
h"p://www.slideshare.net/designingdigitallyinc/ddinc4gamifica7on4vsgamebasedlearning;;
h"p://www.slideshare.net/kkapp/gamifica7on4of4learning419894398;;
h"p://www.slideshare.net/kkapp/the4business4case4for4game4based4learning;;
03
Innovating learning for Curtin centres
upon building a highly media rich,
interactive and personalised learning
experience for all our learners.
To facilitate this, CTL are working on
a number of internationally leading
projects and programs.
History
Transforming Teaching and Learning
Redefining teaching in the age of learning
04
Making the learning experience more relevant
“ New technologies have resulted in
unprecedented global competition and
enabled learning to be delivered effectively
on a much larger scale. “
Our Challenge
students have
unprecedented
choice
technology has
removed geographic
boundaries
employers expect
job ready leaders
05
Your presenter
A little about me
Mr. Kim Flintoff
@kimbowa
+KimFlintoff
facebook.com/kimbowa
Learning Futures Advisor

Strategic Innovations in Learning Engagement
Teacher, researcher, scholar
Current work focusses include games and
gamification in learning contexts, new platforms
for collaborative global learning, challenge-based
engagement, sustainability education, learning
by making, trasnmedia approaches to learning
engagement, microcredentialling and badging
approaches, computational learning, learning
analytics and other big data strategies in the
higher education sector.
A simple gamified example 06
The Bio Game
• Log into tiny.cc/exthotseat
• CTL – Games and Gamification space
• Enter The Bio Game topic
• Follow instructions
Attention
Direction
Review
Completion
07
Gamification
The systematic activation of learning behaviours
70%
90%
80%
60%
Gamifica'on:+
!
is!the!concept!of!applying!game!mechanics!and!
game!design!techniques!to!engage!and!mo4vate!
people!to!achieve!their!goals.!
! h8p://blogs.gartner.com/brian_burke/2014/04/04/gartnerBredefinesBgamifica4on/!!
08
Gamification
The mechanisms we employ
• Leaderboards	
  
• Badging	
  
• Scores	
  
• Progress	
  markers	
  
• Surprises	
  (easter	
  eggs)	
  
• Avatars	
  
• Rules	
  
• Limits	
  
Gamification 09
Done well is a positive, non-trivial, engagement strategy
Data
Collection
Gamification provides a
context for data collection
about the behaviours of
the learner
Analytics
Analysis of the data allows us to
represent the data in ways that
is more meaningful to both the
teacher and the learner
Personalisation
The ecosystem allows us to
offer a personalised learning
experience.
More effective and
more efficient learning
Analytics
Leveraging the data of learning behaviours
10
Integrated Data Capability
Meaningful gamification is multi-faceted
11
Gamification and Big Data
Without the data its just a token reward system
12
Serious games - Levelling up
Varying complexity
13
An authoring system
Grappling with teachers as developers
14
SWAT: Story World Authoring Tool
Chris Crawford’s new game SIBOOT driven
by a new engine he calls Dramagine
Example - Campus Quest
campusquest.com.au
15
Example - EcoChallenge
Blending Serious Games and Gamification
16
http://unepdhiecochallenge2016.aquarepublica.com/game/webplayer/
Example - Challenge
Scaffolding challenge-based learning with gamified experience
17
Good ByeSee you next time, have nice day

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Games and gamification in the future of education

  • 1. Games and Gamificationin the future of education. Kim Flintoff Learning Futures Advisor
  • 2. We are not alone This is a global phenomenon h"p://www.slideshare.net/designingdigitallyinc/ddinc4gamifica7on4vsgamebasedlearning;; h"p://www.slideshare.net/kkapp/gamifica7on4of4learning419894398;; h"p://www.slideshare.net/kkapp/the4business4case4for4game4based4learning;;
  • 3. 03 Innovating learning for Curtin centres upon building a highly media rich, interactive and personalised learning experience for all our learners. To facilitate this, CTL are working on a number of internationally leading projects and programs. History Transforming Teaching and Learning Redefining teaching in the age of learning
  • 4. 04 Making the learning experience more relevant “ New technologies have resulted in unprecedented global competition and enabled learning to be delivered effectively on a much larger scale. “ Our Challenge students have unprecedented choice technology has removed geographic boundaries employers expect job ready leaders
  • 5. 05 Your presenter A little about me Mr. Kim Flintoff @kimbowa +KimFlintoff facebook.com/kimbowa Learning Futures Advisor
 Strategic Innovations in Learning Engagement Teacher, researcher, scholar Current work focusses include games and gamification in learning contexts, new platforms for collaborative global learning, challenge-based engagement, sustainability education, learning by making, trasnmedia approaches to learning engagement, microcredentialling and badging approaches, computational learning, learning analytics and other big data strategies in the higher education sector.
  • 6. A simple gamified example 06 The Bio Game • Log into tiny.cc/exthotseat • CTL – Games and Gamification space • Enter The Bio Game topic • Follow instructions
  • 7. Attention Direction Review Completion 07 Gamification The systematic activation of learning behaviours 70% 90% 80% 60% Gamifica'on:+ ! is!the!concept!of!applying!game!mechanics!and! game!design!techniques!to!engage!and!mo4vate! people!to!achieve!their!goals.! ! h8p://blogs.gartner.com/brian_burke/2014/04/04/gartnerBredefinesBgamifica4on/!!
  • 8. 08 Gamification The mechanisms we employ • Leaderboards   • Badging   • Scores   • Progress  markers   • Surprises  (easter  eggs)   • Avatars   • Rules   • Limits  
  • 9. Gamification 09 Done well is a positive, non-trivial, engagement strategy Data Collection Gamification provides a context for data collection about the behaviours of the learner Analytics Analysis of the data allows us to represent the data in ways that is more meaningful to both the teacher and the learner Personalisation The ecosystem allows us to offer a personalised learning experience. More effective and more efficient learning
  • 10. Analytics Leveraging the data of learning behaviours 10
  • 11. Integrated Data Capability Meaningful gamification is multi-faceted 11
  • 12. Gamification and Big Data Without the data its just a token reward system 12
  • 13. Serious games - Levelling up Varying complexity 13
  • 14. An authoring system Grappling with teachers as developers 14 SWAT: Story World Authoring Tool Chris Crawford’s new game SIBOOT driven by a new engine he calls Dramagine
  • 15. Example - Campus Quest campusquest.com.au 15
  • 16. Example - EcoChallenge Blending Serious Games and Gamification 16 http://unepdhiecochallenge2016.aquarepublica.com/game/webplayer/
  • 17. Example - Challenge Scaffolding challenge-based learning with gamified experience 17
  • 18. Good ByeSee you next time, have nice day