Skip to page content

[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 1Image source: image of Awele board game by rkit on Pixabay (image link). CC0 Public domain.
 Slide 2Image source: @NMCorg on Twitter. Original Tweet embedded below. Main page for archived NMC reports: http://www.nmc.org/publication-type/horizon-report/ 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. Direct link: http://cdn.nmc.org/media/2016-nmc-horizon-report-he-EN.pdf 2015: http://cdn.nmc.org/media/2015-nmc-horizon-report-HE-EN.pdf 2014: http://cdn.nmc.org/media/2014-nmc-horizon-report-he-EN-SC.pdf 2013: http://www.nmc.org/pdf/2013-horizon-report-HE.pdf 2012: http://www.nmc.org/pdf/2012-horizon-report-HE.pdf Linden Research, Inc. (2016). Second Life [Computer software]. Retrieved from http://secondlife.com/
 snapshot of gamification in HE.003Image source: image of auditorium by ISDiva on Pixabay (image link). 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: http://mediaspace.city.ac.uk/media/Leading+by+Example+-+Dr+Rachael-Anne+Knight+Poll+Everywhere+/1_la0re03s Associated blog post: https://blogs.city.ac.uk/educationalvignettes/2015/12/10/audience-response-using-poll-everywhere/#.VsG6neZWkVQ Jayne Morgan, Senior Lecturer in Diagnostic Radiography at City University London on using Poll Everywhere: http://mediaspace.city.ac.uk/media/Leading+by+Example+-+Jayne+Morgan+Poll+Everywhere/1_9l0kq2d1 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 slideReimers, S. (2015). Text message gamified quiz system [Computer software]. Dr. Stian Reimer's website (Dept. of Psychology, City University London): http://www.reimers.co.uk/index.html
 slide 5Dummy” 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: http://digitalstudent.jiscinvolve.org/wp/exemplars/ "A space to play with 'disruptive' technologies for learning" about Coventry University's Disruptive Media Learning Lab: http://digitalstudent.jiscinvolve.org/wp/files/2015/02/DS15-A-space-to-play-with-disruptive-technologies-for-learning.pdf The Sussex SImulation hub blog site: http://blogs.brighton.ac.uk/simulationhub/ Problem-based learning at University of Brighton: Sue Greener: http://about.brighton.ac.uk/bbs/contact/details.php?uid=slg Gaynor Sadlo: http://brighton.academia.edu/GaynorSadlo 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. Available at: http://about.brighton.ac.uk/clt/publicationsclt/ Willmer, M., Stanley, H., & Cheales, C. (2014). The Apprentice – you’re hired!. Evolving experiences: Articles from the learning and teaching conference: 2013. 68-75. Available at: http://about.brighton.ac.uk/clt/publicationsclt/
 snapshot of gamification in HE.006Csikszentmihalyi, 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
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
Librarygame slideGamification 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
 snapshot of gamification in HE.007Image source: image of analytics by StockSnap on Pixabay (image link). 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 slideMcGonigal, 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.
 snapshot of gamification in HE.008Image source: image of wood by Stux on Pixabay (image link). CC0 Public domain. Using gamification elements with careful planning but not necessarily with lots of technology involved. Hannah Frith staff profile: http://about.brighton.ac.uk/staff/details.php?uid=hlf10 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
 snapshot of gamification in HE.009Image source: image of business time clocks by jarmoluk on Pixabay (image link). CC0 Public domain. Scramboo. (2016). Playmaker [Computer software]. Retrieved from http://scramboo.com/playmaker Actionbound. (2016). Actionbound [Computer software]. Retrieved from http://blogs.brighton.ac.uk/actionbound/ Try and Actionbound: http://blogs.brighton.ac.uk/actionbound/try-it-out/
 snapshot of gamification in HE.010 “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/    
 snapshot of gamification in HE.011Playful Learning Conference, Manchester, 13-15 July, 2016 [registration still open]: http://conference.playthinklearn.net/blog/ SEE ALTC game for example a GLSIG project: https://www.linkedin.com/pulse/playing-conference-altcgame-rosie-jones Spotlight on Digital Capabilities 2: http://www.ucisa.ac.uk/groups/dsdg/Events/2016/digcaps.aspx Other links of interest: Games and Learning Society (US): http://gameslearningsociety.org/ European Conference on Games Based Learning 6-7th October 2016, Paisley, Scotland: http://www.academic-conferences.org/conferences/ecgbl/ The CUNY Games Network: http://games.commons.gc.cuny.edu/

 

Fiona MacNeill
Fiona MacNeill
UX and Learning Experience (LX)

Passionate about creating inclusive and accessible experiences, tools, and services for learning and doing.

Related