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/!!
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
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