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Unlocking Creativity, You Must: Gamifcation, the Jedi Path to Innovation Becomes

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Virtual

Innovator Talk
Blended Content
Virtual Session
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Session description

This presentation highlights gamification’s transformative power in fostering creativity and innovation. Attendees will learn its principles and participate in a live exercise to enhance problem-solving. Collaborating with diverse colleagues, I created an inclusive, accessible format with translation tools, encouraging interaction and incorporating anonymous feedback for continuous improvement.

Outline

Introduction (5-10 minutes)
• Content: Overview of gamification and experiential learning in education.
• Engagement: participants share the level of comfort with gamification and how have they used it in the past
• Process: Use Ahaslide presentation for real-time responses to visualize shared challenges.
Understanding Gamification (10 minutes)
• Content: Discuss the principles, origins, and benefits of gamification.
• Engagement: Discuss how gamification can transform traditional learning.
• Process: Use Ahaslide presentation to participate in a gamified lesson
Live Gamification Exercise (10 minutes)
• Content: Participants will engage in a live gamified Ahaslide presentation
• Engagement: This illustrates the concepts and reinforces the learning.
• Process: Participants will work in teams to solve challenges, compete for points, and share strategies throughout the game.
Reflection and Application (10 minutes)
• Content/Process: Discuss ways and tools that they could implement gamification strategies in participants' own teaching practices.
• Engagement: Reflection prompts will guide participants in thinking about next steps.
Designing Gamified Learning Activities (10-30 minutes, depends on length of time alloted)
• Content: Work through steps to plan out how they can create learner-driven gamified experiences that meet diverse needs of all (think ADA & cultural).
• Engagement: Participants will share and brainstorm ideas for gamified lessons relevant to their contexts.
• Process: Use a collaborative tool (like Ahalside, Kahoot, Quizz, Genially) for participants to create and ask them to share the URL of it to a blog post for others to see and give encouraging peer feedback.
Feedback and Closing (5 minutes)
• Content: Overview of key takeaways and resources.
• Engagement/Process:: Collect feedback on the session per ISTE and own instrument.

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Supporting research

References
All, A., Nuñez Castellar, E. P., & Van Looy, J. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92-93, 90–103. https://doi.org/10.1016/j.compedu.2015.10.007

Brown, W. (2021, December 16). 4 engaging examples of gamification in elearning. Elucidat. https://www.elucidat.com/blog/gamification-in-elearning-examples/

da Rocha Seixas, L., Gomes, A. S., & de Melo Filho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58(58), 48–63. https://doi.org/10.1016/j.chb.2015.11.021

Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63(1), 380–392.

https://doi.org/10.1016/j.compedu.2012.12.020
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152–161. https://doi.org/10.1016/j.compedu.2014.08.019

Hou, H.-T. (2015). Integrating cluster and sequential analysis to explore learners’ flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration. Computers in Human Behavior, 48, 424–435. https://doi.org/10.1016/j.chb.2015.02.010

Katsaros, & Tsirikas. (2023). Exploring behavioral change support: the role of perceived uncertainty and self- and other-interest in change. Leadership & Organization Development Journal, 45(7), 503–519. https://doi.org/10.1108/LODJ-10-2021-0466

Kumari, S., Deterding, S., & Freeman, J. (2019). The Role of Uncertainty in Moment-to-Moment Player Motivation. Proceedings of the Annual Symposium on Computer-Human Interaction in Play. https://doi.org/10.1145/3311350.3347148

McNaughton-Hussain, H., & McNaughton-Hussain, H. (2024, July 10). 8 Ways to Gamify Your Classroom Instruction. Discovery Education Blog. https://blog.discoveryeducation.com/8-ways-to-gamify-your-classroom-instruction/

Motivating-Uncertainty Effect. (n.d.). Www.coglode.com. https://www.coglode.com/research/motivating-uncertainty-effect

Pilat, & Sekoul. (2021, August 25). Motivating-Uncertainty Effect. The Decision Lab. https://thedecisionlab.com/biases/motivating-uncertainty-effect

Pilegard, C., & Mayer, R. E. (2016). Improving academic learning from computer-based narrative games. Contemporary Educational Psychology, 44-45, 12–20. https://doi.org/10.1016/j.cedpsych.2015.12.002

Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50–58. https://doi.org/10.1016/j.chb.2016.05.023

Riemer, V., & Schrader, C. (2015). Learning with quizzes, simulations, and adventures: Students’ attitudes, perceptions and intentions to learn with different types of serious games. Computers & Education, 88, 160–168. https://doi.org/10.1016/j.compedu.2015.05.003

Rosser, J. C., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The Impact of Video Games on Training Surgeons in the 21st Century. Archives of Surgery, 142(2), 181. https://doi.org/10.1001/archsurg.142.2.181

Schaaf, R., & Quinn, J. (2017, April 25). 12 Examples Of Gamification In The Classroom. TeachThought. https://www.teachthought.com/the-future-of-learning/examples-gamification/

Shen, L., Fishbach, A., & Hsee, C. K. (2015). The Motivating-Uncertainty Effect: Uncertainty Increases Resource Investment in the Process of Reward Pursuit. Journal of Consumer Research, 41(5), 1301–1315. https://doi.org/10.1086/679418

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Presenters

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Instructional Designer III
University of Houston, Andy and Barbara Gessner College of Nursing
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Senior Instructional Designer
Sam Houston State University

Session specifications

Topic:

Games for Learning, Gamification and Esports

TLP:

Yes

Audience:

Curriculum Designer/Director, Teacher, Technology Coach/Trainer

Attendee devices:

Devices required

Attendee device specification:

Smartphone: Android, iOS, Windows

Participant accounts, software and other materials:

None so long as they can access internet. They will get to pick the tool to use. If we are allowed a longer session = they will need a laptop or tablet as it is easier to design a gamified lesson on those.

Subject area:

Interdisciplinary (STEM/STEAM), Technology Education

ISTE Standards:

For Coaches:
Learning Designer
  • Model the use of instructional design principles with educators to create effective digital learning environments.
For Educators:
Designer
  • Apply evidence-based instructional design principles to create innovative and equitable digital learning environments that support learning.
  • Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.

TLPs:

Spark Curiosity, Prioritize authentic experiences

Additional detail:

Student presentation