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Gamification in STEM Education: Myths and Realities

Gamification in STEM Education: Myths and Realities

Slides used for STEM Webinar Series 2 organised by Gamification Centre UNIMAS and IPG Kampus Batu Lintang.


Chuah Kee Man

June 07, 2021

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  1. Myths and Realities Gamification in STEM Education: By Chuah Kee

    Man www.chuahkeeman.com 2021 Chuah Kee Man
  2. Myth #1 Gamification makes STEM learning “fun” The constant battle

    of entertainment, engagement and attainment (educational outcomes). Science Ninjas: Valence Credit: Agustina Isidori 2021 Chuah Kee Man
  3. The worse enemy of fun is to be told to

    have fun. Roman Rackwitz CEO of Engaginglab 2021 Chuah Kee Man
  4. The Anatomy of Fun Moving away from “mandatory” fun. Nicole

    Lazzaro, a researcher, game designer at XEODesign recorded players and non-players to assess the emotions they felt during play and she summarized these four. Easy Fun (Novelty) Focusing on “quick win” Curiosity from exploration, role play, and experience something new. Read more: http://www.xeodesign.com/whyweplaygames.html People Fun (Friendship) Amusement from competition, cooperation, and peer pressure. Hard Fun (Challenge) The epic win from achieving a difficult goal. Focuses on strategy and constraints. Serious Fun (Meaning) Excitement from fulfilling a greater meaning in addressing real-world problems 2021 Chuah Kee Man
  5. Myth #2 Gamification for STEM can only work with rewards

    The craze about giving points or badges for everything and the fallacy of leaderboards. 2021 Chuah Kee Man
  6. The problem with extrinsic rewards like points and prizes is

    that they devalue the content or actual learning objectives. The content ends up being the means to get those rewards. Sebastian Deterding Professor of Digital Creativity, University of York Credit: UNICEFMalaysia 2021 Chuah Kee Man
  7. Gamification can’t fix poor content Wrapping game mechanics such as

    adding points or manufacturing a competition, around bad content doesn’t improve the underlying content. Embrace game design thinking and start from the development of the content. CreativeCulture at UNIMAS promotes the use of game design thinking in developing gamified tools, activities for learning and sustainable change. 2021 Chuah Kee Man
  8. Myth #3 Gamification in STEM subjects is for kids The

    arguments about games being not serious and only for young kids. Science Ninjas: Valence Credit: Agustina Isidori 2021 Chuah Kee Man
  9. Gamification enables learning in a forgiving environment, that allows risk-

    free mistakes. Adults benefit from this. Kirsty Chadwick CEO of The Training Room Online 2021 Chuah Kee Man
  10. Chuah, K. M., & Fitri Suraya Mohamad. (2021). Gamification in

    a Blended Learning Environment: The Mojo of ClassDojo. In D. Adams & D. DeWitt (Eds.)., Innovative Practices of Technology-Enhanced Learning (pp. 115-132). Tanjung Malim: Penerbit Universiti Pendidikan Sultan Idris. 2021 Chuah Kee Man
  11. Critical Factors for Gamification to Succeed in STEM Creativity Curiosity

    Consistency Connection Teacher persona Learning content Inquiry-based pedagogy Risk-free experimentations Learning experience Learner autonomy Real-world problems Social interaction 2021 Chuah Kee Man
  12. The intended learning experience should allow the discovery of the

    new, the unintentional or the incidental, where free-play, exploration and social interaction are important elements of a learning process. Sylvester Arnab Professor of Game Science, Coventry University 2021 Chuah Kee Man Arnab, S. (2020). Game Science in Hybrid Learning Spaces. (1 ed.) (Digital Games, Simulation and Learning; No. 6). NY: Routledge Taylor & Francis Group.
  13. Thank You! Visit www.creativeculture.my to explore our activities and materials

    related to gamification. Follow Us on FB CreativeCulture https://fb.com/creativeculturemy 2021 Chuah Kee Man