Gamification is taking over our lives

“Playing games — whether for fun or otherwise — do show that people of all ages are more than able to attain rewards, solve problems, and work towards a higher goal. But whether play is the best way to experience the world remains to be seen.” (Martyn Perks)

Read this very interesting article on the topic of gamification and its application by Martyn Perks in The Independent.

Learning Analytics: Etwas Neues über das Lernen lernen

Learning Analytics ist ein aktueller Trend, der einhergeht mit der Entwicklung im Big-Data Bereich. Das Erheben und Analysieren von Daten in Online-Lernumgebungen soll helfen, neue Einblicke in Lernprozesse zu erhalten sowie die Wissensvermittlung zu optimieren.

Zu diesem Thema ist in der Netzwoche im September 2014 ein Artikel erschienen.

Infographic – The history of gamification

Here is a great infographic by TechnologyAdvice on the history of gamification – from 1896 until today.

Did you know that gamification was introduced in the 19th century by marketers who sold stamps as a reward for loyal customers?

Did you know that by 2016 the gamification industry will be worth about 2.8 billion dollar?

Check out the history of gamification here.

How Gamification Reshapes Learning – eBook

What is gamification and how does it influence learning? In this eBook from eLearning INDUSTRY several experts summarize the main facts about gamification and give insights on how it can be applied in the context of learning.

“Gamification in learning works best when you make the learner think and you let them experience the consequences of their choices.” (An Coppens)

Find the ebook here.

Gamified Learning vs. Game-based Learning vs. Simulation Learning

Learnnovators_Gamified-Learning

According to Karl Kapp,

Gamified Learning is the use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior.
Game-based Learning is the use of a game to teach knowledge, skills & abilities to learners using a self-contained space.
Simulation Learning is a realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions.

Von clever gemachten Spielen können wir lernen

Viele Studierende spielen mit Leidenschaft. Warum die Wirkungsweise von Games nicht dazu nutzen, um den Lernstoff unterhaltsamer zu vermitteln? Darjan Hil und Rolf Dornberger von der Fachhochschule Nordwestschweiz FHNW arbeiten an einem interdisziplinären Forschungsprojekt, das genau dieses Ziel verfolgt. Im von Nathalie Baumann geführtenInterview sprechen sie über die Faszination von Spielen und über traditionelle und künftige Wissensvermittlungsformen.
lesen Sie mehr hier…
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IBM 5 in 5: Personalized Learning

IBM veröffentlich jedes Jahr die 5 Prognosen für die nächsten 5 Jahre. (link)

Bei den fünf Themen glauben die IBM Forscher, dass sie in fünf Jahren Bedeutung erlangen werden. In Zukunft wird es laut IBM folgende Veränderungen geben:

  • The classroom will learn you
  • Buying local will beat online
  • Doctors will routinely use your DNA to keep you well
  • The city will help you live in it
  • A digital guardian will protect you online

The Classroom will learn you (link)

Im Rahmen der Strategischen Initiative Simulated Realities (www.gamifyU.org) erscheint besonders interessant die Prognose, dass in Zukunft die Schulzimmer Computer sein werden. Diese werden über grössere Zeiträume hinweg Informationen über die kognitiven Fähigkeiten der Schüler zusammentragen.
IBM infographic on learning

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A guide to Gamification of Education

In December 2013 the Rotman School of Management of the University of Toronto published a research report called “A Practitioners`s Guide to Gamification of Education“.

Abstract:

For students, gamification serves the purpose of minimising negative emotions
that they usually encounter in traditional forms of education. It lets them approach knowledge and skills, using the learn-by-failure technique that is popular in game-like environments, without the embarrassment factor that usually forms a part of classroom education. Instructors on their part can efficiently achieve their set objectives and use currency-based tracking mechanisms to get feed-back on their students’ progress.
The report can be found here.