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This PDF discusses the use of gamification in education, exploring its various applications and benefits for students. It details the different learning styles and how gamification can be adapted to suit them, concluding that a well-structured gamification approach enhances learner motivation.

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THE ARCETAS BENITO MICAH ELLA GUIAB MARIEL FAITH INSON JOSHUA MIGUEL MADRIAGA PRINCESS MAE TABLE OF CONTENTS Objectives Introduction Gamification Learning Styles Designing Gamified Learning Experiences Conclusion OBJECTIVES Cognitive: Define gamification and explain its ke...

THE ARCETAS BENITO MICAH ELLA GUIAB MARIEL FAITH INSON JOSHUA MIGUEL MADRIAGA PRINCESS MAE TABLE OF CONTENTS Objectives Introduction Gamification Learning Styles Designing Gamified Learning Experiences Conclusion OBJECTIVES Cognitive: Define gamification and explain its key concepts, mechanics, and strategies. Affective: Appreciate the potential of gamification to motivate and engage individuals by fostering creativity, learning, and problem-solving. Psychomotor: Engage learners in a hands-on gamified system that involves physical interaction with different game components. The students use paper flags to represent their group as they participate in each game, they will have additional points and rewards for answering correctly. This activity enhances their coordination and motor skills while promoting active engagement and motivation in the learning process. INTRODUCTION Gamification is a modern term for an idea that has been around for centuries. It is the use of game mechanics and experience design to engage and motivate people to achieve their goals. This strategy aims to increase motivation, improve knowledge retention, and foster better engagement among learners (Sera & Wheeler, 2016). LET'S PLAY MESSAGE RELAY! PURPOSE OF GAMIFICATION IN EDUCATION Efficacy of Motivation Gamification's effectiveness in education stems largely from its ability to boost student motivation. By incorporating elements like leaderboards, badges, and points, teachers can leverage students' inherent desire for achievement and recognition. These incentives encourage active engagement in learning, leading to improved focus and perseverance. PURPOSE OF GAMIFICATION IN EDUCATION Personalized Education and Quick Feedback Gamification facilitates personalized learning experiences by tailoring content to individual student needs and abilities. Adaptive technologies and data analysis enable educational platforms to deliver information that aligns with different learning styles, paces, and competency levels. Gamified environments also provide rapid feedback systems, allowing students to assess their progress, identify areas for improvement, and capitalize on their strengths. PURPOSE OF GAMIFICATION IN EDUCATION Promoting Social Learning and Collaboration Gamification in education fosters social engagement and teamwork, mirroring the collaborative nature of games. By incorporating multiplayer elements, group challenges, and peer-to- peer competition, students can cooperate, share ideas, and work together to solve problems. This promotes a sense of community within the educational setting, cultivating teamwork and essential social skills. PURPOSE OF GAMIFICATION IN EDUCATION Enhancing Problem-solving and Critical Thinking Abilities Gamification often presents students with complex challenges that require critical thinking and problem-solving skills. The dynamic nature of gamified learning encourages experimentation, analysis, and learning from mistakes. This process helps students apply their knowledge to real-world situations, fostering creativity and enhancing cognitive abilities. IMPORTANCE OF UNDERSTANDING LEARNING STYLE Understanding individual learning styles is crucial for effective education. When teaching methods align with students' preferences, they tend to grasp information better, retain it longer, and achieve higher performance levels. This approach fosters increased motivation, engagement, and confidence. Recognizing learning styles empowers students to become more efficient learners. According to Moussa (2014), educators can leverage this knowledge to develop teaching methods that cater to diverse learning styles, maximizing student learning and supporting a more inclusive educational environment. GAMIFICATION LEARNING STYLES Every human being is unique. Even twins who appear identical can differ in behavior, possess distinct personalities, and be driven by different motivations in life. A person develops at their own pace and needs different learning styles to successfully achieve their goals. Gamification offers a chance for effective and stress-free learning by adapting to different learning styles. Whether someone learns best through movement, reading/writing, seeing or hearing, there are language games and activities tailored to fit their style, helping them learn more easily and effectively. 4 PICS 2 WORD SLVIAU NERERLA 4 PICS 2 WORD V I S U A L L E A R N E R LISTEN CAREFULLY Auditory Learner DIFFERENT LEARNING STYLES WITH GAMIFIED LEARNING EXAMPLE Visual learner Visual learners tend to grasp information best when it is presented in formats like diagrams, charts, and graphs. They often find visual aids, such as videos and infographics, extremely helpful for understanding new concepts. Auditory learner Auditory learners thrive when they can listen to information. They excel in learning through hearing and discussing topics. SCRAMBLED LETTERS Learners excel through movement and touch. They grasp concepts most effectively through hands-on experiences and activities. SCRAMBLED LETTERS Learners excel through movement and touch. They grasp concepts most effectively through hands-on experiences and activities. Kinesthetic Learner CROSS WORD PUZZLE 1. a book used as a standard work for the study of a particular subject 3. look at and comprehend the meaning of (written or printed matter) by mentally interpreting the characters or symbols of which it is composed. 2. a brief record of facts, topics, or thoughts, written down as an aid to memory. 4. mark (letters, words, or other symbols) on a surface, typically paper, with a pen, pencil, or similar implement. CROSS WORD PUZZLE N O T E S E 1. a book used as a standard work for the study of a particular subject X 3. look at and comprehend the meaning of (written or printed W R I T E matter) by mentally interpreting the characters or symbols of which it is composed. E B O 2. a brief record of facts, topics, or thoughts, written down as A an aid to memory. D O 4. mark (letters, words, or other symbols) on a surface, typically paper, with a pen, pencil, or similar implement. K DIFFERENT LEARNING STYLES WITH GAMIFIED LEARNING EXAMPLE Kinesthetic learner Kinesthetic learners excel through movement and touch. They grasp concepts most effectively through hands-on experiences and activities. Reading/Writing Preference Individuals with a reading/writing preference learn best through words. Their main strategies include reading texts and taking notes. They benefit from ample reading materials and opportunities to express their understanding through writing. BENEFITS OF ENGAGING STUDENTS WITH GAMIFICATION Boosts BENEFITS OF ENGAGING STUDENTS WITH GAMIFICATION Boosts Engagement Games engage students and boost participation. Gamified lessons transform learning into an adventure, motivating students to enthusiastically tackle tasks through challenges, rewards, and competition. BENEFITS OF ENGAGING STUDENTS WITH GAMIFICATION the Learning Experience BENEFITS OF ENGAGING STUDENTS WITH GAMIFICATION Enhances the Learning Experience Gamification promotes active learning. By solving problems, making decisions, and overcoming challenges in a game-like environment, students retain information more effectively. This hands-on approach deepens understanding and helps students link theoretical concepts to real-world situations. BENEFITS OF ENGAGING STUDENTS WITH GAMIFICATION Fosters Critical BENEFITS OF ENGAGING STUDENTS WITH GAMIFICATION Fosters Critical Thinking Games present students with puzzles and scenarios that require strategic thinking, nurturing their critical thinking skills. As students analyze situations, develop solutions, and adjust their approaches based on outcomes, gamified learning fosters problem-solving and encourages creative thinking. BENEFITS OF ENGAGING STUDENTS WITH GAMIFICATION Nurtures Collaboration and BENEFITS OF ENGAGING STUDENTS WITH GAMIFICATION Nurtures Collaboration and Teamwork Many games emphasize teamwork and collaboration, and gamified learning reflects this. Students frequently work together to achieve common goals, promoting a sense of camaraderie and teamwork. POTENTIAL CHALLENGES AND LIMITATIONS OF GAMIFICATION IN ADDRESSING LEARNING STYLES DIFFERENCES POTENTIAL CHALLENGES AND LIMITATIONS OF GAMIFICATION IN ADDRESSING LEARNING STYLES DIFFERENCES Not all students are fully engaged. While engagement is a key strength of gamification, as shown in various studies, it's important to note that some students may not experience full engagement. POTENTIAL CHALLENGES AND LIMITATIONS OF GAMIFICATION IN ADDRESSING LEARNING STYLES DIFFERENCES Tasks were not completed Tasks are essential in gamified learning, as many activities require students to complete specific tasks to earn rewards. Elements like earning points, competing with peers, collaborating in teams, and facing time pressure encourage participation in class activities. However, studies have shown that not all tasks are completed for various reasons. POTENTIAL CHALLENGES AND LIMITATIONS OF GAMIFICATION IN ADDRESSING LEARNING STYLES DIFFERENCES Problems in attitude arose. According to Sailer et al. (2017), gamification tests students' character. When gamification activities are prolonged, students may resort to cheating and procrastination during assessments. POTENTIAL CHALLENGES AND LIMITATIONS OF GAMIFICATION IN ADDRESSING LEARNING STYLES DIFFERENCES Performance was Compromised Contrary to most of the results in the literature that gamification has a positive impact on achieving learning outcomes, some students were not performing well when activities were gamified. Smiderle et al. (2020) found that gamification negatively affected the rankings of introverted participants. DESIGNING GAMIFIED LEARNING EXPERIENCES ELEMENTS Points GUESS THE WORD GUESS THE WORD CHA LEAN CHESS GUESS THE WORD CHALLENGES GUESS THE WORD GUESS THE WORD BAD CHESS GUESS THE WORD BADGES GUESS THE WORD For bonus points: the first person to stand and shout their bias in BINI will have an additional 1 point to their team points GUESS THE WORD LEE DARE BOARD GUESS THE WORD LEADERBOARD ELEMENTS Points Badges Challenges Leaderboard For bonus points: the first person to stand and shout “BIG BIRD BIG BIRD BIG BIRD” will have an additional 1 point in our upcoming quiz; this is only effective until this slide is presented FORM OF GAMIFICATION DESIGN e_p_i_it gamification This involves various strategies that use game mechanics in an obvious manner. explicit gamification This involves various strategies that use game mechanics in an obvious manner. im__i_it gamification This is known to be a kind which uses game elements and gamification techniques in a subtle fashion. implicit gamification This is known to be a kind which uses game elements and gamification techniques in a subtle fashion. EIGHT DESIGN CONSIDERATIONS For bonus points: the first person to stand and loudly sing Sabrina Carpenter’s “Please Please Please” will have an additional 1 point in our upcoming quiz; this is only effective until this slide is presented M_A_I_G While game elements points and badges are essential, focusing on these are considered inadequate. Experts emphasize that a well-designed gamification should motivate users by inculcating into the discussion that they are of greater purpose than themselves or the said elements. MEANING While game elements points and badges are essential, focusing on these are considered inadequate. Experts emphasize that a well-designed gamification should motivate users by inculcating into the discussion that they are of greater purpose than themselves or the said elements. U_er-_en_ered D_si_n Considering the uniqueness of each learner and their varied responses to gamified learning experience, it is said that educators must conform their gamification design to their audience’s prior knowledge, attitudes, gender, and factors that may influence their reactions to ensure effectivity, which depicts a user-centered design. User-Centered Design Considering the uniqueness of each learner and their varied responses to gamified learning experience, it is said that educators must conform their gamification design to their audience’s prior knowledge, attitudes, gender, and factors that may influence their reactions to ensure effectivity, which depicts a user-centered design. Challenges, Personalization, and ________ Considering the uniqueness of each learner and their varied responses to gamified learning experience, it is said that educators must conform their gamification design to their audience’s prior knowledge, attitudes, gender, and factors that may influence their reactions to ensure effectivity, which depicts a user-centered design. Challenges, Personalization, and Feedback Challenges and having them accomplished provides the user a sense of achievement, which allows the user to be further motivated amidst enjoyment. Experts then elaborate that a well-thought gamification design presents challenges with corresponding clear goals, tracked progress, and feedback that are given immediately. This empowers the users to nurture mastery of the content of the gamification while adapting to personal skill levels to prevent exasperation. Choices and A_to_om_ It is highlighted that one factor why gamification is effective is because people engage into it voluntarily. It is said that a well- designed gamification should let users have autonomy over choosing their challenges, paths, and strategy as they seek victory within the game. It is said that this supports intrinsic motivation and personalization of learning experience. Choices and Autonomy It is highlighted that one factor why gamification is effective is because people engage into it voluntarily. It is said that a well- designed gamification should let users have autonomy over choosing their challenges, paths, and strategy as they seek victory within the game. It is said that this supports intrinsic motivation and personalization of learning experience. Perils and Advantages of Extrinsic _______ Most gamification programs depend on extrinsic rewards namely badges and points because these are much more to administer, and can ignite an initial spark of interest. However, research indicates that a well-designed gamification pays more attention to social dynamics and creativity to prevent burnout and sustain motivation. Perils and Advantages of Extrinsic Rewards Most gamification programs depend on extrinsic rewards namely badges and points because these are much more to administer, and can ignite an initial spark of interest. However, research indicates that a well-designed gamification pays more attention to social dynamics and creativity to prevent burnout and sustain motivation. Social Interaction and Related____ It is said that a well-designed gamification is one that equips students to establish camaraderie and build communities. This would be more effective when it provides a platform for social connections through collaboration, competition, and recognition which motivates users to be involved, allowing learning outcomes to be improved. Social Interaction and Relatedness It is said that a well-designed gamification is one that equips students to establish camaraderie and build communities. This would be more effective when it provides a platform for social connections through collaboration, competition, and recognition which motivates users to be involved, allowing learning outcomes to be improved. Co_pe_i_ion v Cooperation Research conveys that constant competition leads to burnout and reduces intrinsic motivation. Hence, it is said that gamification should be defined by goals, rules, voluntary participation, and feedback. Further, experts suggest that inter-team competitive gamification is much more effective for learning as it provides an environment for learners to embody collaboration, obtain motivation, and to create a positive atmosphere as they enjoy a healthy competition through cooperation. Competition v Cooperation Research conveys that constant competition leads to burnout and reduces intrinsic motivation. Hence, it is said that gamification should be defined by goals, rules, voluntary participation, and feedback. Further, experts suggest that inter-team competitive gamification is much more effective for learning as it provides an environment for learners to embody collaboration, obtain motivation, and to create a positive atmosphere as they enjoy a healthy competition through cooperation. Failure as an Opportunity to _____ Research emphasizes that a well-designed gamification provides a safe space when failure is evident as it should be perceived as a learning opportunity with the help of frequent feedback and compensation appreciating effort rather than mastery or perfection. This is done by giving players room to experiment, fail, and improve without much significant consequences. Failure as an Opportunity to Learn Research emphasizes that a well-designed gamification provides a safe space when failure is evident as it should be perceived as a learning opportunity with the help of frequent feedback and compensation appreciating effort rather than mastery or perfection. This is done by giving players room to experiment, fail, and improve without much significant consequences. CONCLUSION Gamification is a modern approach to education that uses game mechanics to significantly enhance learner’s motivation, engagement, and focus during lectures. It is crucial to understand individual learning styles to ensure that all students can benefit from gamified learning. Gamification offers numerous advantages in learning. CONCLUSION Gamification promotes teamwork, critical thinking, and problem-solving through interactive, game-like challenges. Challenges to consider: Some learners may not fully engage, tasks may be incomplete, performance could be negatively impacted and issues with attitude may arise. A well created gamified learning system should prioritize meaningful engagement, offer choices and it balances competition with collaboration while viewing failure as a part of the learning process. QUIZ TIME! LET’S PLAY! type of quIz There are 3 different types of quiz Multiple choice Enumeration True or False Multiple choice This involves various strategies that use game mechanics in an obvious manner. a. Explicit Gamification b. Implicit Gamification c. Visual learner 1 Multiple choice This is known to be a kind which uses game elements and gamification techniques in a subtle fashion. a. Explicit Gamification b. Implicit Gamification c. Visual learner 2 Multiple choice These learners tend to grasp information best when it is presented in formats like diagrams, charts, and graphs. a. Auditory Learner b. Gamification c. Visual learner 3 Multiple choice Which of the following best describes the concept of user-centered design in gamification? a. Designing games solely based on popular trends and themes. b. Focusing only on the technical aspects of game mechanics without considering the learner's background. c. Creating a gamified learning experience that aligns with each learner's prior knowledge, attitudes, gender, and other influencing factors. 4 Multiple choice It is the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals. a. Auditory Learner b. Gamification c. Visual learner 5 ENUMERATION Enumerate the elements of gamified learning environments. Give atleast 1 potential challenges and limitations of gamification in addressing learning style differences. TRUE OR FALSE START 1. KINESTHETIC LEARNERS EXCEL THROUGH MOVEMENT AND TOUCH. THEY GRASP CONCEPTS MOST EFFECTIVELY THROUGH HANDS-ON EXPERIENCES AND ACTIVITIES. TRUE FALSE 2. GAMIFICATION OFFERS A CHANCE FOR EFFECTIVE AND STRESS- FREE LEARNING BY ADAPTING TO DIFFERENT LEARNING STYLES. TRUE FALSE 3. KINESTHETIC LEARNERS TEND TO GRASP INFORMATION BEST WHEN IT IS PRESENTED IN FORMATS LIKE DIAGRAMS, CHARTS, AND GRAPHS. TRUE FALSE 4. EXPLICIT GAMIFICATION INVOLVES VARIOUS STRATEGIES THAT USE GAME MECHANICS IN AN OBVIOUS MANNER. TRUE FALSE 5. AUDITORY LEARNERS EXCEL THROUGH MOVEMENT AND TOUCH. THEY GRASP CONCEPTS MOST EFFECTIVELY THROUGH HANDS-ON EXPERIENCES AND ACTIVITIES. TRUE FALSE

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