You may find the link for the Eduhub webinar: Tourney and How to Gamify University with Design and Technology project (June 26th, 2014). Safak Korkut and Janine Jaeger presented to the participants the review and the preview of the Tourney project (Simulated Reality: Games in the University Context).
As project team, we are sending special thanks to Nathalie Roth, Switch Interact for her support and webinar invitation to a great Eduhub community for new learning technologies at Swiss Higher Education Institutions. www.eduhub.ch
Watch the promotional video, tourney. A project from FHNW.
Online course on Coursera about games and learning, held by Constance Steinkuehler and Kurt Squire. Started Oct 3rd 2013 and will run for 6 weeks.
The course teaches about video games and their potential value for learning, mainly focused on education for kids and teenagers (pre-university education). A large number of instructors contribute to the course and introduce valuable principles for designing concepts, narrations as well as visuals for immersive learning experiences.
They identify possibilities of learning that are strongly facilitated by games and show examples of how these can be used in a learning context.
From the course description: Video games aren’t just fun, they can be powerful vehicles for learning as well. In this course, we discuss research on the kinds of thinking and learning that go into video games and gaming culture, benefits and drawbacks of digital gameplay, tensions between youth culture and traditional education, and new developments intended to bridge that growing divide.
1. Know who’s playing — design for their social style
2. Build Positive Emotions (PERMA) into your core activity loop
3. Build a system that’s easy to learn and hard to master
4. Design for Onboarding (Tutorial), Habit-Building (Grind), and Mastery (Elder Game)
5. Use Progress Mechanics to “light the way” towards learning and mastery
6. As players progress, unlock greater challenges and complexity
7. Deliver intrinsic motivations like Power, Autonomy and Belonging
Recently, the internet is talking about a gamified to-do list; http://habitrpg.com. You are earning points and gold coins by keeping a pixel character (tamagotchi alike) alive and upgrade to the next level in a dungeons-and-dragons-feel text-based environment. All you need to do is to accomplish your tasks.
If you gain enough experience, you’ll get to the next level and your health will be restored. You also earn gold points for completing tasks and making positive progress on your habits, which you can use to (figuratively) purchase items like weapons and potions from the store to help you on your journey.
This is a very interesting talk on how computer games influence the brain and how they can improve learning, concentration and multitasking capabilities.
This entertaining video gives some suggestions on how to make education more engaging by gamifying it. It explains how grading systems can easily be transformed into game levels, how giving students more agency and by that control increases motivation and also presents the Alternate Reality Game (ARG) as a teaching concept.