This presentation was delivered at the ELLTA (Exploring Leadership & Learning Theories in Asia) 2017 Conference on 27th July 2017.
The whole presentation in Prezi can be viewed here.
Benefits of Gamified Courses?
It is a loooong story...
WHY GAMES?
level 1
- sports?
- games?
- playing?
- playful activities?
- suspended disbelief?
- meanigful choices?
- real engagement?
- achievements?
- teamwork?
- solitude?
level 2
using game elements in a non-entertainment setting with clear goals and win-states set appart from fun
- we are not using games, though we can
- we are not entertaining, though we should
- we are setting clear and serious goals,
e.g., self-development, participation
level 3
adequate usage and balance of game dynamics, mechanics, and components necceessary for attaining serious goals
nothing more, and nothing less...
level 4
- game elements, not games
- fun means engagement, not distraction
- games are part of game-based learning...
- gamification can be mingled with game-based learning just like driving a car can relate to racing, but does not have to be
- gamified courses must be tailored, carefully designed, for the needs of teachers and students
use verified methods and approaches find, use, and adapt other courses as templates
level 5






level 6
- The best time to plant a tree was 20 years ago. The second best time is right now.
- The first step is always the most difficult.
- The master has failed more times than the begginer has even tried.
- We learn from failure, not from success.
level 7
Benefits of Gamification:
- scalable grading
- feedback & rewards
- meaningful tasks
- responsibility
- engagement
- varied skills
- experience
- playtime
- fun