FD1: Gamification and the Power of Play

EVENT LEADER:

  • Natalie Denmeade, Moojoo, Zanzibar

DESCRIPTION:

Approaching education from the perspective of a game designer can harness the natural power of play in learning. So, how can we use gamification to make education more appealing and learning goals more achievable?

This workshop will explore the world of gamification, giving participants an understanding of the key issues, benefits and strategies for introducing play into learning at all levels from the primary school to the workplace.

AGENDA:

09:30 – 10:30

Activity Level 1: Gamification key terms

  • Exploring the terms: gamification, play, games, learning, training, education and behaviour change
  • Is there a difference between gamification and serious games? (Jane McGonigal)

10:30 – 11:00

Tea/Coffee Break

11:00 – 12:30

Activity Level 2: Why use gamification?

12:30 – 13:30 Lunch
13:30 – 15:00

Activity Level 3: How to apply gamification design to a single activity

  • Understanding the relationship between Extrinsic and Intrinsic rewards.
  • "The tricky part, and the part that is ultimately at the core of the experience, is identifying intrinsic rewards relative to the culture of the local community that one is seeking to engage, and building game-like interactions on top of those."

15:00 – 16:00

Activity Level 4: How to apply gamification to a learning pathway

  • Digital Open badges
  • Moodle LMS as a gamification platform
  • Gamification platforms: Badgeville, Punchbowl, Gigya, IActionable, Knowledge Guru, Aspire

16:00 – 16:30

Tea/Coffee Break

16:30 – 17:30

Activity Level 5: Enterprise gamification

  • The dream team: Game Designer / Someone curious about humans and motivation / Graphics Designer / Developer
  • Levelling it up - the player's journey (Gabe Zicchermann - Udemy 1, 2 & 3)
  • Creating alignment between business objectives & player objectives (UX Design)
  • Kevin Werbach's 6 Ds of gamification design (Book: “For the Win”)
  • Define business objectives
  • Delineate target behaviours
  • Describe your players
  • Devise activity loops
  • Don’t forget the fun
  • Deploy the appropriate tools

TARGET AUDIENCE(S):

Managers, learning designers, instructional designers, teachers.

TARGET AUDIENCE SECTOR(S):

All sectors are welcome such as workplace learning, higher education, primary, secondary education, public sector, agriculture, health, finance.

PARTICIPANT LEVEL:

Beginner to Intermediate

PREREQUISITE KNOWLEDGE:

None

EXPECTED OUTCOMES:

  • Explore key terms and concepts around play, games and education.
  • Understand how Gamification applies to eLearning.
  • Using gamification design strategies for a sequence of learning activities.

FEE:

African participants who are not working for international organisations or global corporations may register for €60, all other participants may register for €75. This full day event includes tea/coffee breaks, lunch and materials.