Chapter 8 Applying Gamification to Learning Domains Overview What - - PowerPoint PPT Presentation

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Chapter 8 Applying Gamification to Learning Domains Overview What - - PowerPoint PPT Presentation

Chapter 8 Applying Gamification to Learning Domains Overview What are the differences between facts, concepts, rules, and procedures? What gamification techniques and mechanics are appropriate for conveying factual knowledge? What


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Chapter 8 Applying Gamification to Learning Domains

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Overview

  • What are the differences between facts, concepts, rules, and procedures?
  • What gamification techniques and mechanics are appropriate for

conveying factual knowledge?

  • What gamification techniques and mechanics are appropriate for

conveying rules and conceptual knowledge?

  • What gamification techniques and mechanics are appropriate for

conveying procedural knowledge?

  • What gamification techniques and mechanics can be used for reinforcing

elements of the affective domain, such as attitudes and beliefs?

  • What gamification techniques and mechanics can be used for reinforcing

elements of the psychomotor domain, such as movement and hand-eye coordination?

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SLIDE 3

Introduction

  • Learning to solve problems and using higher order thinking skills are

not enough

  • Nee to know facts, concepts, rules, and procedures
  • Each requires a different type of game design technique to effectively

convey that knowledge

  • One-size-fits-all doesn't work
  • What are facts, concepts, rules, and procedure?
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SLIDE 4

Classification Schemes for Knowledge

  • Declarative or factual knowledge is deemed to be the first level of the

hierarchy

  • without factual knowledge higher knowledge levels, like problem solving,

cannot be obtained.

  • Once facts are learned, then concepts can be understood;
  • When two or more concepts are put together they form a rule,
  • Multiple rules form procedures.
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SLIDE 5

What gamification need to do?

  • Convey the appropriate level of knowledge
  • Contain multiple levels such as a mini-game and other techniques and

mechanics to bring a learner from a lower place in the knowledge hierarchy to a higher place

  • Possible to use simple or casual games or gamification events to

convey knowledge

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Declarative Knowledge (Facts)

  • Verbal knowledge or factual knowledge. Any piece of information that

can only be learned through memorization

  • Most instructional lessons begin with vocabulary so everyone knows

the basics before proceeding

  • Most organizations have numerous acronyms and jargon so

declarative knowledge is key, especially for new employees, new product introductions, and new markets

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Teaching Facts

  • Elaboration
  • Linking the new information with prior relevant or even irrelevant information,

showing the learner the context of the new fact and its relationship to a known knowledge structure.

  • Organizing
  • Placing facts into logical groupings
  • Association
  • Linking a word to an image or linking a term to its definition
  • Repetition
  • Repeating content over and over again is actually a good method to memorize a fact.

It is how most people remember their phone number or home address.

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SLIDE 8

How to use game techniques to facts teaching

  • Stories
  • The human brain has a natural affinity for narrative construction. People tend to remember

facts more accurately if they encounter them in a story rather than in a list.

  • Sorting
  • The learner doesn't need to be able to understand the different categories or sorting

requirements; he or she just needs to identify what goes where

  • Matching
  • Link an image or idea to another image or idea
  • Replayability
  • Make the game replayable so that the player repeats it again and again. (Similar)
  • Trivia
  • "Who's Smarter Than a Fifth Grader" doesn't really show how smart a fifth-grader is. For

repetition, association, and organizing, trivia games work very well

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Conceptual Knowledge

  • A concept is a grouping of similar or related ideas, events, or objects that

have a common attribute or a set of common attributes.

  • Concepts such as quality, customer service, and organizational security are

all important to the effective operations of an organization.

  • Students learn the concepts of free markets and mathematical proofs.
  • Employees must understand the concepts related to the effective
  • perations of the enterprise.
  • Employees in financial organizations must understand the concept of

compound interest

  • Employees in a retail organization must understand the concept of product

display.

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Teaching Conceptual

  • Metaphoric Devices
  • Provide a link between the known elements within the metaphor with the

unknown concept to be learned.

  • Provide Examples and Non-Examples
  • Knowledge of a concept can be attained by providing the learners with

several examples of the concept and then providing them with non-examples

  • f the concept
  • Attribute Classification
  • Concepts are defined by their attributes. All concepts have attributes that,

when taken together, define the concept.

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SLIDE 11

How to use game techniques to conceptual teaching

  • Matching and Sorting
  • Apply knowledge of the attributes of the concept and either place content

into the right location or try to match one concept with another

  • Experiencing the Concept
  • Immerse the learners in the concept and let them experience it
  • The immersion doesn't have to be 3D
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SLIDE 12

Rule-Based Knowledge

  • Rules express the relationships between concepts
  • Rules provide parameters dictating a preferred behavior with

predictable results

  • Common representations of rules are "if/then" and cause and effect

constructs.

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Teaching Rules

  • Provide Examples
  • A good idea is to show the rule being applied in several different ways with

several different examples.

  • The various examples help learners to generalize the rule and create

knowledge structures that help to reinforce the rule in the learners' minds.

  • Role Play
  • Have the learners role play situations in which they have to apply the rule.
  • The role play can be with another person or it can be a simulation where

learners have to apply the rule to specific situations or pieces of equipment.

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How to use game techniques to rule teaching

  • Experience Consequences
  • Allow the learners to practice applying the rules in situation in which they are

timed or where points are kept for correct or incorrect analysis of the rules.

  • A game-based simulation allows the learners the opportunity to apply the

rules and it is possible to experience applying the rules in different ways and

  • bserving the impact.
  • Board Games
  • A board game can allow the learner to apply rules through the use of well-

crafted multiple-choice questions asking the learner to predict and/or apply rules in certain situations.

  • One of the nice things about using a board game as a frame for game play is

that most learners understand the basic premise of a board game.

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SLIDE 15

Procedural Knowledge

  • Step-by-step instructions for performing a particular task
  • A procedure is a series of steps that must be followed in a particular
  • rder to reach a specific outcome
  • Organizations literally have thousands of procedures that must be

learned and followed on a regular basis

  • Learning proper procedures is an integral part of the efficient

functioning of an organization. The more quickly and effectively employees can learn procedures, the better run the organization

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Teaching Procedural

  • Start with the Big Picture
  • Provide an overview of the entire procedure.
  • Often a flowchart or a diagram is an effective method for providing an
  • verview.
  • Practice each individual part of the procedure.
  • Teach “How” and “Why”
  • Provide the "why" as well as the "how" of the procedure.
  • Understanding underlying concepts helps with trouble shooting, performing

meaningful workarounds and adapting to procedural changes.

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How to use game techniques to procedural teaching

  • Software Challenge
  • Teaching procedures is learning how to use software
  • Provide an "impossible" challenge for the learners to try to solve.
  • By trying to solve the challenge, learners will think through unusual or

infrequent applications of the procedure.

  • At the end of the game session, they'll have more confidence because they've

dealt with an "impossible" procedure.

  • Practice
  • Play Mode, Practice Mode, Test Mode
  • The environment can be used as a testing ground to see whether the learners

really understand the environment.