THE USE OF Games and gamification @univaasa★Moodle and other technical challenges ★Not everyone...

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THE USE OF Games and gamification @univaasa Minna-Maarit Jaskari Sanna Eronen Panu Kalmi #vaasagamedays2018 #univaasa #vaasaevents

Transcript of THE USE OF Games and gamification @univaasa★Moodle and other technical challenges ★Not everyone...

Page 1: THE USE OF Games and gamification @univaasa★Moodle and other technical challenges ★Not everyone likes competition ★Rewarding for some actions and not rewarding for something

THE USE OF Games and gamification @univaasa

Minna-Maarit JaskariSanna EronenPanu Kalmi

#vaasagamedays2018#univaasa#vaasaevents

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Why this study? - WhAT did WE WANT TO KNOW?★ Games and gamification is a “ ” in

pedagogy at the moment★ What is their role in higher education?

★ What kinds of games or gamification elements are used by teachers @univaasa?

★ Why? Why not? How? Experiences?

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For the purpose of this study★ Games refer to any game utilised in teaching.

They can be for example board games, digital games or role plays.

★ Gamification refers to using game-like elements, such as storytelling, competitiveness, scoring systems, levels, progress monitoring or other similar elements familiar from games in other contexts, such as in teaching.

3(Deterding et al. 2011, Kapp 2012)

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Who participated?n=66, 39F, 27M

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Thank you!

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Minigames From time to time

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THE Use of games

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“Games refer to any game utilised in teaching. They can be for example board games, digital games or role plays.”

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WHICH GAMES HAVE YOU USED?

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What have you wanted to achieve by using games?Create open atmosphere for learning

Bring reality to classroom, application of skills, working life skills

Interaction, teaching teamwork skills

Promote interest, entertainment, variation, versatility

Promote self-evaluation

Activate, motivate and engage learners

Reassurance of learning, repetition

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Better learning outcomes

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If you are not using games - why not?

★ Lack of awareness of knowledge★ Concern for poorer learning outcomes★ Unclear benefits to a course★ Lack of resources (time)★ Lack of ready-made games

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The Use of gamification

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“Gamification refers to using game-like elements in other contexts, such as teaching.”

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TYPICAL Gamification elements

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StoryLINE collaboration

feedbackleaderboards

CHALLENGE

level/progress

badges

Gamified goals

REWARDSpoints

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WHICH of the elements of gamification have you used?

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Experiences of utilising games and/or gamification

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PositivE EXPERIENCES★ enthusiasm, both teacher and students★ variation in teaching methods★ learning is more social ★ learning becomes visible ★ creates a safe learning environment★ students active agents in learning and teaching ★ increased interest in the learning outcomes and course contents★ helps in memorizing facts

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Mostly positive experiences

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CHALLENGES★ Is memorizing important?★ Moodle and other technical challenges★ Not everyone likes competition★ Rewarding for some actions and not rewarding for something else★ It is challenging if the student is not willing to cooperate★ Too many similar components in the same course★ No time★ I will not take a risk by using new methods

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Technological & pedagogical

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SOME Feedback given by students★ Mostly very positive★ Variety, fun, enhances learning, don’t wanna stop★ Experiences vary - some love, some ignore★ Different learners prefer different methods★ Can be challenging, time consuming, yet benefits are clear ★ Teachers need to be able to motivate, explain and guide

students through the process: clarity needed and appreciated

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Mostly positive,Concerns as well

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http://bit.ly/VGDseminar

REMEMBER THE FEEDBACK!

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Discussion★ Games and/or gamification is used in many different ways

○ And in different roles★ Teachers see clear pedagogical benefits,

○ Engaging, motivating, fun, ...★ But also worries

○ Challenging, time consuming, not worth the effort, ...★ Indeed - not every course needs games and gamification★ More information about possibilities and research results is

wanted

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What’s next?★ Practise

○ A workshop for teachers (16.5.2019)○ Digital teaching and learning @univaasa

https://www.univaasa.fi/en/sites/digiopetus/ ○ Teachers’ toolbox in Moodle

★ Research○ Further analysis of the survey results and interviews○ Further research needed!

■ Join the univaasa HE research clan● Kick off 9.1. Klo 8.30-10

■ Conference tracks on higher (business) education @univaasa● Academy of Management 2019, IB2019● https://www.univaasa.fi/en/sites/nff2019/● https://www.univaasa.fi/en/sites/ibconference/

■ Feel free to contact! [email protected]

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http://bit.ly/VGDseminar

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q&a!Any questions? You can find me at

Email: [email protected]

Twitter @timetorethink #digame

20Credits: presentation template by SlidesCarnival

Feedback: http://bit.ly/VGDseminar

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janneCongratulations!

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Game

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Have a safe trip home!

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WHICH of the elements of gamification have you used?

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