Game Rules!
For all of us!
Impact on cognitive, motivational, emotional behaviour
For all of us!
Impact on cognitive, motivational, emotional behaviour
Gaming V.S. Gamification
•Gaming (Game-based learning)
•Gamification: “the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios for training and motivational purposes ”
Why Gaming & Gamification in Education
Meet the basic needs:
1. “Low-end” game: rewards, fixed answers,oversimplified,drill practices in nature
2. “High-end” game: open-ended, creative, hands-on, problem-solving, collaborative, competitive, e.g. Minecraft
Meet the basic needs:
- autonomy
- competency
- achievement
- social relationships
- fun
1. “Low-end” game: rewards, fixed answers,oversimplified,drill practices in nature
2. “High-end” game: open-ended, creative, hands-on, problem-solving, collaborative, competitive, e.g. Minecraft
Minecraft: An example of high-end game. A very popular video game among public gamers and thought to have large educational potention by educators.
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Serious Game (“high-end”):
"a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives.“ |
Does serious game offer a solution to the grand challenges?
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Why Gaming & Gamification in SLE
- Include goals, feedback, levelling and rules (Moon & Einterz, 2014)
- Provide the content and tool to teach a language
- “Student motivation is an issue of concern for ESL/EFL instructors, and students are motivated by games” (Moon & Einterz, 2014)
- http://altec.colorado.edu/speakers/Gamification-04-2014.shtml