[Talk] Gamification in Higher Education
References and resources
Games and Gamification for Learning and eLearning
Talk given at the Brighton Gamification Meetup on the 9th of March, 2016. http://www.meetup.com/Brighton-Gamification-Meetup/events/226393358/
Slide 1
Image source: image of Awele board game by rkit on Pixabay (image link). CC0 Public domain.
Slide 2
Image source: @NMCorg on Twitter. Original Tweet embedded below. Visit the Educause site for archived NMC reports. Reports referenced in presentation: Johnson, L., Adams Becker, S., Cummins, M., Estrada, V., Freeman, A., and Hall, C. (2016). _NMC Horizon Report: 2016 Higher Education Edition. _Austin, Texas: The New Media Consortium. 2015, 2014, 2013, 2012.
Linden Research, Inc. (2016). Second Life [Computer software]. Retrieved from http://secondlife.com/
Slide 3
Image source: image of auditorium by ISDiva on Pixabay. CC0 Public domain.
Kahoot. (2016). Kahoot [Computer software]. Retrieved from https://getkahoot.com/.
Poll Everywhere. (2016). Poll Everywhere [Computer software]. Retrieved from https://www.polleverywhere.com
Nearpod. (2016). Nearpod [Computer software]. Retrieved from http://www.nearpod.com
Additional related links:
Dr Rachel Knight from City University London on using Poll Everywhere. Video. Associated blog post.
Jayne Morgan, Senior Lecturer in Diagnostic Radiography at City University London on using Poll Everywhere. Special thanks to Santanu Vasant for sharing these resources.
Moscrop, C. (2015). Improving student engagement in lectures through the use of free mobile applications. Proceedings of the 7th International Conference on Education and New Learning Technologies, Barcelona, Spain (EDULEAN15). Retrieved from http://repository.edgehill.ac.uk/6922/1/EDULEARN15_-_MOSCROP.doc
Text message gamified quiz system slide
Reimers, S. (2015). Text message gamified quiz system [Computer software]. Dr. Stian Reimer’s website (Dept. of Psychology, City University London)
Slide 5
“Dummy” by xBasti1102 is licensed under CC BY-SA 2.0
BBC (2011, December 11). The apprentice used by Brighton students. BBC Sussex. Retrieved from http://www.bbc.co.uk/news/uk-england-sussex-16130509
Clouston, T., Westcott, L., & Whitcombe, S. W. (Eds.). (2010). Problem based learning in health and social care. United Kingdom: Wiley-Blackwell (an imprint of John Wiley & Sons Ltd).
Schild, E. O., & Boocock, S. S. (Eds.). (1968). Simulation games in learning. Retrieved from http://eric.ed.gov/?id=ED026857
Jisc Digital Student Case Exemplars
“A space to play with ‘disruptive’ technologies for learning” about Coventry University’s Disruptive Media Learning Lab.
The Sussex Simulation hub blog site
[Problem-based learning at University of Brighton: Sue Greener(http://about.brighton.ac.uk/bbs/contact/details.php?uid=slg)
Sadlo, G. (2014). Creating interactive multi-media Problem-Based Learning cases to enhance student cognition. Evolving experiences: Articles from the learning and teaching conference: 2013. 36-47.
Willmer, M., Stanley, H., & Cheales, C. (2014). The Apprentice – you’re hired!. Evolving experiences: Articles from the learning and teaching conference: 2013. 68-75.
Slide 6
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: HarperCollins Publishers.
De Freitas, S. (2006). Learning in Immersive worlds A review of game-based learning prepared for the JISC e-learning Programme learning in Immersive worlds: A review of game-based learning. Retrieved from http://www.webarchive.org.uk/wayback/archive/20140615100504/http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf
FutureLearn. (2016, April 18). Introduction to forensic science. Retrieved March 7, 2016, from https://www.futurelearn.com/courses/introduction-to-forensic-science
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Wiley, John & Sons.
Macdonald, K. (2014, January 6). CSI Scotland: Learning lessons from an online murder mystery. BBC Glasgow & West Scotland. Retrieved from http://www.bbc.co.uk/news/uk-scotland-glasgow-west-25621746
Williamson Shaffer, D., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video Games and the Future of Learning. Phi Delta Kappan, 87(02), 104-111. Retrieved from http://website.education.wisc.edu/~kdsquire/tenure-files/23-pdk-VideoGamesAndFutureOfLearning.pdf
Whitton, N. (2016, February 22). The importance of play: What universities can learn from preschools. Retrieved March 7, 2016, from [https://theconversation.com/the-importance-of-play-what-universities-can-learn-from-preschools-53007] (https://theconversation.com/the-importance-of-play-what-universities-can-learn-from-preschools-53007)
Librarygame slide
Gamification for public and academic libraries. (2015). Retrieved March 7, 2016, from http://librarygame.co.uk/index.html
Lemontree - university of Huddersfield. Retrieved March 7, 2016, from https://library.hud.ac.uk/lemontree/about.php
OpenTree. (2016). Retrieved March 7, 2016, from http://www.open.ac.uk/library/opentree/about
Tay, A., & profile, V. my complete. (2009). Musings about librarianship. Retrieved March 7, 2016, from http://musingsaboutlibrarianship.blogspot.co.uk/2012/01/adding-social-gamification-to-library.html
Slide 7
Image source: image of analytics by StockSnap on Pixabay. CC0 Public domain.
McGonigal, J. (2012). Reality is Broken: Why Games Make Us Better and How They Can Change the World. London: Vintage.
Sclater, N. (2015, April 29). What do students want from a learning analytics app?. Retrieved March 8, 2016, from http://sclater.com/blog/what-do-students-want-from-a-learning-analytics-app/
Chou, Y.-K. (2015). Actionable Gamification: Beyond points, badges and Leaderboards. United States: Createspace Independent Publishing Platform.
Wireframes slide
McGonigal, J. (2012). Reality is Broken: Why Games Make Us Better and How They Can Change the World. London: Vintage.
Sclater, N. (2015, April 29). What do students want from a learning analytics app?. Retrieved March 8, 2016, from http://sclater.com/blog/what-do-students-want-from-a-learning-analytics-app/
Chou, Y.-K. (2015). Actionable Gamification: Beyond points, badges and Leaderboards. United States: Createspace Independent Publishing Platform.
Slide 8
Image source: image of wood by Stux on Pixabay. CC0 Public domain.
Using gamification elements with careful planning but not necessarily with lots of technology involved (referred to the work of Hannah Frith).
Gordon, N., Brayshaw, M., & Grey, S. (2013). Maximising gain for minimal pain: Utilising natural game mechanics. Innovation in Teaching and Learning in Information and Computer Sciences, 12(1), 27–38. doi:10.11120/ital.2013.00004 Available at: http://www.tandfonline.com/doi/pdf/10.11120/ital.2013.00004
Slide 9
Image source: image of business time clocks by jarmoluk on Pixabay. CC0 Public domain.
Scramboo. (2016). Playmaker [Computer software].
Actionbound. (2016). Actionbound [Computer software].
Slide 10
Image source: “Girl Scout Patches” by Elizabeth Godspeed licensed under CC BY-SA 4.0
Computer Gamification and instruction - university of hull. (2015, October 19). Retrieved March 9, 2016, from http://www2.hull.ac.uk/science/computer-science/research/cgi.aspx
Welcome to the serious games institute. (2016, July 21). Retrieved March 9, 2016, from http://www.seriousgamesinstitute.co.uk/
Slide 11
Plug
Playful Learning Conference, Manchester, 13-15 July, 2016 http://conference.playthinklearn.net/blog/
SEE ALTC game for example a GLSIG project
Spotlight on Digital Capabilities 2
Other links of interest:
Games and Learning Society (US)
European Conference on Games Based Learning 6-7th October 2016, Paisley, Scotland.