Lesson 15 - GBL Gamification

Download as pptx, pdf, or txt
Download as pptx, pdf, or txt
You are on page 1of 16

Lesson 15

Game-based Learning &


Gamification
Lijia Lin
University of Macau
 Video game
 Computer game
 Digital game
Categorization of Games
 Game purpose
 Game technology
 Game characteristics
Game Purpose
 Entertainment game: primarily for fun,
entertainment, and recreation
 Serious game/educational game/learning
game/game-based learning: primarily for learning
and behavioral change

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence
on computer games and serious games. Computers & education, 59(2), 661-686.
Game Technology
 Based on the technology a game uses
 Console game
 Mobile game
 Online game
 Virtual reality/augmented reality/mixed reality

Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence
on computer games and serious games. Computers & education, 59(2), 661-686.
Console Game

Play Station 小霸王游戏机


Game Characteristics
 Role-playing game
 Adventure game
 Sandbox game
 Puzzle game
 Sports game
 Strategy game
 Multiplayer online game
 ……
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence
on computer games and serious games. Computers & education, 59(2), 661-686.
Concepts
 Game-based learning
 Serious game
 Gamification
Game-based Learning
 A type of digital gameplay with defined learning
outcomes (Shaffer, Halverson, Squire, & Gee, 2005)

Serious Game
 Video games aimed toward learning rather than
entertainment
 “Serious” indicates that it is not for entertainment.
 Equivalent to game-based learning

Shaffer, D. W., Halverson, R., Squire, K. R., & Gee, J. P. (2005). Video games and the future of learning (WCER Working Paper No.
2005-4). Madison: University of Wisconsin–Madison, Wisconsin Center for Education Research (NJ1).
Serious Game
 A serious game has learning goals and game goals.
 For example
Learning goals
 By playing the game Air Combat, learners will (1) learn length measures
and (2) do correct conversions of different length measures within a
limited time
Game goals
 The goal of the game for the player is to pass all three levels and earn a
“medal” for his/her excellent performance in the air combat.
Gamification
 The use of game elements in non-game contexts
 To motivate players to engage in a task they
otherwise would not find attractive

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (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).
Game Elements Badges
Points  Feedback, level,
challenges, etc.

Avatar

Leaderboard
Gamified Applications
 Duolingo
 Kahoot!
 Pagamo
 Language Game InFluent
 Math Game Dimension M
 Science Game SMALLLab
 Science Game Alien Health
 Game for army training
Why Serious Games???
 James Paul Gee, Professor from Arizona State
University
 Schools are boring and have problems.
 Games are fun, provide problem-based learning, and enhance
deep understanding.
Benefits of Game-based Learning
 Research shows that game-based learning
1. Enhances motivation.
2. Improves learning (retention & transfer).
3. Has psychological benefits (attention, executive function etc.).
 Stealth assessment 隐形评估
 Embedded assessment 嵌入式评估
 “…seamlessly woven directly into the fabric of the instructional environment to
support learning of important content and key competencies.” (Shute, 2011)
 “…a quiet, yet powerful process by which learner performance data are
continuously gathered during the course of playing/learning” (Shute, 2011)

Avoid or reduce test anxiety


Gamification
 Gamification has increasingly been accepted as a useful learning tool
(Saleem et al., 2022).
 Gamification has small, positive effects on cognitive, motivational, &
behavioral outcomes (Sailer & Homner, 2020).

Obstacles 障碍 of Game-based Learning


 Social acceptance (teachers, parents)
 Need a lot of resources (money, human power, etc.) to
design and develop
 Efficiency (compared to direct instruction)
 Mental and physical risks (addiction, heart attack, etc.)

You might also like