Making learning fun, not making fun of learning Dr. Louise Robinson and Dr. Ian Turner www.derby.ac.uk Gamification (elements of games in a non-game context) • Using play to learn…. – Creates effective learner – Develops skills – Provides an alternate access to content – Promotes a positive attitude – Promotes curiosity – Fosters inclusion and sharing of opinions – Encourages selection of appropriate methods – Allows students to set and review targets – Also encourages creativity in the tutor • The aims don’t change, the perception on how we achieve them does! www.derby.ac.uk Is it just a fad? Is it all hype? www.derby.ac.uk Gartner Hype Cycle www.derby.ac.uk www.derby.ac.uk www.derby.ac.uk www.derby.ac.uk ? www.derby.ac.uk Hype Cycle for Digital Marketing 2015 www.derby.ac.uk Play Vs Games “If the purpose is more important than the act of doing it, it’s probably not play” Dr. Stuart Brown - Play researcher, psychiatrist • Paidia & Ludus (Caillois, 2001) = Playing (freeform) & Gaming (structured) • Serious Games – purpose of training or educating, non-entertainment purposes • 33 million gamers in the UK – tap into this mentality utilising game mechanics Caillois, R. Man, Play, and Games. University of Illinois Press, Urbana, Chicago, 2001. www.derby.ac.uk Gamefulness Playfulness Deterding, S., et al. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM. www.derby.ac.uk Successful Game Concepts (Stott & Neustaedter, 2013) • • • • • Freedom to Fail – Experiment without causing irreversible damage (lives) Rapid Feedback – Apply what had been learnt (levels) Progression – Guiding and focusing attention, keeping interest Storytelling – Embedding the facts in a story to increase engagement Do you want to gamify the teaching content or the teaching process? – Process: Game Enhanced Learning Stott, A., & Neustaedter, C. (2013). Analysis of gamification in education. Surrey, BC, Canada. Available at: http://clab.iat.sfu.ca/pubs/Stott-Gamification.pdf www.derby.ac.uk How Park Life was born • • • • Four hour session within the module ‘Wildlife Conservation’ Session on Wildlife Forensics to BSc Zoology students How to draw together aspects raised in WF with the content in the module Trying to overcome fragmented learning www.derby.ac.uk Time for a creative workout! • Aim: To create a memory aid to draw all aspects of the module together • Design an activity to balance the didactic delivery of topics • Put wildlife conservation into action! • Strategy Vs Luck • Demonstrate organisation, understanding and record keeping www.derby.ac.uk Concepts • • • • • • • • Nature Reserves/National Parks Ecotourism Conservation Grants Scientific Research Poaching & Disease Environmental Issues Genetic Stud Books Public Awareness www.derby.ac.uk Time for Park Life… Think about/write down: • What session/material are you looking to gamify? • What is the learning objective? • What class size & resources do you have? • Are you aiming for an ‘electronic’ game, a table-top game or an approach to the learning? • Do you want to gamify the content or the delivery? • What problems can you foresee with taking this approach which may be off-putting? www.derby.ac.uk Feedback www.derby.ac.uk www.derby.ac.uk www.derby.ac.uk www.derby.ac.uk www.derby.ac.uk
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