You are on page 1of 19

Gamifying Learning in

Zoom
Nick Lekakis, Connected Learning
Today’s session

A team drawing challenge


Discussion: Game design theory and education
Play and challenge

Gamifying Learning in Zoom 2


Team drawing challenge

Step 1 – come up with a


punny name

Examples:

Quentin Quarantino

Quarantina Turner

Gamifying Learning in Zoom 3


Step 2 – A collaborative team portrait in PowerPoint

Gamifying Learning in Zoom 4


Punny Team name: Everyone's first names: __________,
  _________, _________, ________,_______  

Collaborative team portraits: Draw in this box

- Use the draw tool (between "insert" and "design") 

- Choose a space in this box to draw


For this task, you will
- Choose a team member to draw and do their portrait work in breakout
rooms by editing &
- Make sure no one in the group chooses the same person to draw drawing in a
collaborative
- Draw an object next to your portrait that represents your person's work powerpoint.

- Delete these text instructions to make room for your drawing. 

Breakout room 1

Breakout room 2

Gamifying Learning in Zoom 5


Earn more points – Find the answers during
the session
Point value​ Question​ Answers​ Instructor Feedback​

50 points​ How many elements are there in the 1.​ ​


gamification periodic table?​

100 points total​ What are the 3 aspects of self-determination 1. ​ ​


theory?​ 2.​
3.​
Continue working in
50 Think of some established pedagogical 1. ​ ​ your team's
points foreach corr approaches in education that could be similar 2. ​ powerpoint slides.
ect answer​ to self-determination theory ​ 3.​ Pay close attention
(50 points for each correct answer).​ during the
presentation to find
the answers. 

Gamifying Learning in Zoom 6


What is Gamification?

Type a definition in the chat

(100 points awarded to person closest to definition on next slide)

Gamifying Learning in Zoom 7


What is Gamification?

“Gamification is the use of


game elements in a non-
game environment or to
engage someone in an
activity”

Karl Kapp – Gamification in


Education researcher

Gamifying Learning in Zoom 8


Why gamify learning?
“How can we leverage that
great motivation, great
feedback, and great identity
building that happens in
games for 21st century
classrooms”

Bron Stuckey – Games in


Learning advisor, Sydney

Gamifying Learning in Zoom 9


What elements can you bring into an activity to gamify it?

 By Andrzej Marczewski 


Gamifying Learning in Zoom 10
Visit Andrej's profile on gamified.uk for for more details
Self-determination Theory
A theoretical framework from positive
psychology that links intrinsic motivation
to autonomy, competence, and relatedness.

Useful for educators and game designers


for thinking about how learners/players
interact with an activity/game.  

More on Self-Determination theory, games & education: 


• Ryan, R.M, Rigby, C.S, & Przybylski, A. 2006, 'The motivational pull of
video games: A Self-determination theory approach.' Motivation and
Emotion, vol. 30, pp.347-364
• Kapp, K. 2012, The Gamification of Learning and Instruction: Game-
based Methods and Strategies for Training and Education. John Wiley
& Sons, Hoboken, p.63

Gamifying Learning in Zoom 11


The rise of esports

Consider what could


motivate someone to
devote their careers to a
video game.

Image source: https://www.fullesports.com/las-mujeres-en-los-esports/

Gamifying Learning in Zoom 12


Is education already gamified?

Image source: Photo by Caleb Woods on Unsplash

Gamifying Learning in Zoom 13


Flow
• Mihaly Csíkszentmihályi’s
concept of Flow in Educational
Theory is described as a “mental
state of complete absorption in
the current experience.”

• Game designers try to achieve a


flow state in players. What about
teachers and learners? 

More on Flow 
Csikszentmihalyi, Mihaly, 2014, Flow and the Foundations of
Positive Psychology: The Collected Works of Mihaly
Csikszentmihalyi, Springer, Berlin.
Image source: Wesley Fryer at 
https://www.flickr.com/photos/31442459@N00/304317777

Gamifying Learning in Zoom 14


Constructionist educational theorist Lev Vygotsky

Image Source (Public Domain): 


https
://commons.wikimedia.org/wiki/File:Lev-Semyonovich-
Vygotsky-1896-1934.jpg

Image source: Wesley Fryer at 


https://www.flickr.com/photos/31442459@N00/304317777

Gamifying Learning in Zoom 15


Consider Flow and ZPD together

Image source: Paul Morsink, 2013,


TILE-SIG Feature: The Digitally Enhanced Zone
of Proximal Development, image, Literacy Now
Gamifying Learning in Zoom 16
Escape Rooms
An escape room is a themed room set up with challenging puzzles and
hidden clues. You and your team have a limited time to work together,
solve the puzzles and "escape" the room. 

Image sources: 
1) Hudson Bloom, 
https://commons.wikimedia.org/wiki/File:Escape_Room_-_%22The_Expedition%22_(Escap
e_Quest_Bethesda).jpg
2) Image by Clockedin dk from Pixabay 
3) Photo by Ariel on Unsplash
Gamifying Learning in Zoom 17
Digital escape room
A digital escape room is —
as the name suggests — a
digital version of a real-life
escape room. 

The puzzles, challenges,


and hidden clues can be
delivered through a range
of digital formats, like a
collaborative document or
form. 

Gamifying Learning in Zoom 18


Create your own Digital Escape room

How to Build a Digital Escape Room Using Google


Forms
Digital Escape room templates and instructions

Gamifying Learning in Zoom 19

You might also like