Re-inventing and enhancing education THOUGH TECHNOLOGY

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RE-INVENTING AND ENHANCING EDUCATION
THOUGH TECHNOLOGY & GAMIFICATION
NIKOLA DIMITROV
Innovation Research Group
VUZF University
“Innovation: Engine for Economic Growth”
International Scientific Forum
VUZF University
1 October, 2013
Conceived during industrial revolution
Works like a factory
Focuses on mathematics, physics and theoretical topics
What about arts, sports and fun?
What about creativity?
“We don’t grow into creativity, we
grow out of it. Or rather, we get
educated out of it.”
Sir Ken Robinson
Consequences…
• Epidemic of Attention Deficit Disorder
• Lack of engagement
• Low motivation to study
• Low motivation to succeed
• Poor overall performance
• Dropouts
Is it the students fault???
Computers
Commercials
TV
Smartphones
Radio
Social media
Technological impact on education
• Control over knowledge and information
• Student centered vs. Lecturer centered classes
• Collaboration and peer-to-peer education
• Self passed learning
• Anytime/Anyplace learning
• Emergence of Online and/or mobile education
What do we do?
Blame parents
Blame media
Punish them
Kick them out of class
Give them drugs to focus
Current Challenges
1) Education techniques and Education Tools
2) Examination & Progress monitoring
3) Demotivating marking scheme
4) The role of the lecturer and shifting control
towards students
Gamification
“The process of game-thinking and game
mechanics to engage users and solve problems”
(Zickermann, Gamification by design 2011).
Player types
Killers – 1%
Focus on wining, ranks and peer-to-peer competition
Engaged by leaderboards and ranks
Explorers – 10%
Focus on explorations and discovery of new worlds
Engaged by obfuscated achievements
Achievers – 10%
Focus on attaining status and achieving goals
Engaged by goals, achievements and obstacles
Socializers – 80%
Focus on socializing, network creation and contact lists
Engaged by news feeds, friend lists and chatting
Mastery level
Novice
Problem solvers
Experts
Masters
Visionaries
Game
mechanics
Human
Desires
Points
Levels
Leaderboards
Badges
Onboarding techniques
Challenges and Quests
Customization
Rewards
Status
Achievement
Self Expression
Competition
Altruism
Technology & Gamification
in Industry
SAP Road warrior sales training
Frequent Flyer Programs
CBA: Investorville.om
Fuel/Gas/Shopping Cards
Samsung Nation
Credit Cards (cash back)
Redcritter (Agile management)
Coupons (Groupon, Grabo.bg)
Nike Plus
Linkedin
Penny auction sites
Foursquare
Mint.com
Farmville
Technology & Gamification
in Education
Microsoft “Just press play”
Open Study
Khan Academy
Udemy.com
Coursera.org
Udacity.com
Edublogs.org
Lynda.com
Bulgaria:
Edukami.com
Entertraining
Current goals
•
•
•
•
Use Gamification in the courses we teach
Prove that Gamification works
Motivate and engage students
Inspire students, lecturers and people from
the business
• Creation of an educational framework and
designing a platform that can be used from
K-12 to higher education.
Expected benefits
• Motivate student to learn
• Create a sense of progression and belonging
• Improve average grade level and submission rates
• Increase employment opportunities for students
• Increase student attrition and retention levels
• Create positive awareness of university and increase
revenue
Feasibility
• The idea can easily be applied and tested
in a single course
Issues and challenges
• Management of student point and
progression without a automated software
will be time consuming
• Focus on play rather than learning should
be monitored and controlled
Implementation Framework
• All lectures are to be pre-recorded so that students can learn
at their own pace and repeat what they have not understood
(Online and mobile platforms will be used)
• Students shall not be penalized for failure but encouraged to
master theoretical concepts and practical exercises
• Gamification techniques will be implemented and student
status tracked manually (due to lack of current system)
• Students will have individual as well as team goals and
achievements
• Usage of skill points will be introduced for leaderboards, level
progression, activity unlocking and rewards
Future steps…
• Innovate a course with Gamification
• Create a framework for a Bachelors and
Masters program
• Introduce a framework to Ministry of
education to reform education via technology
and Gamification
• Introduce and apply Gamification in Bulgarian
enterprises
Thank you 
nikdimitrov@city.academic.gr
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