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Gamification in Higher Education

Zac
June 19, 2019

Gamification in Higher Education

An overview of games, gamification and how to get started with it in higher education.

Zac

June 19, 2019
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  1. 89 Minutes is the average daily total of all gameplay.

    IGEA Digital Australia 2018 Report
  2. Hotz, L. (2012). When Gaming Is Good for You. The

    Wall Street Journal. Available from: https:// www.wsj.com/articles/SB10001424052970203458604577263273943183932 (Accessed 6 Apr 2018) 50 billion hours of game time
  3. Added ~144 billion steps to US physical activity in 3

    months Althoff, T., White, R. W., & Horvitz, E. (2016). Influence of Pokémon Go on physical activity: study and implications. Journal of medical Internet research, 18(12).
  4. Gamification “The addition of game elements 
 to non-game activities”

    Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification”. Proc. MindTrek ’11. ACM Press (2011), 9-15.
  5. ACTING PLAYERS INTERACTING WORLD Killers Achievers Explorers Socialisers ! ⚔

    # $ Bartle, R. (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Available from: mud.co.uk/richard/hcds.htm
  6. Games for building consensus, kickoff meetings, ideation, identifying stakeholder values,

    making a decision, team bonding, understanding the feasibility of change.