Voor de Proeverijen van Stimulearning belicht ik hoe we leren van het Edutablet R&D project, met name op het vlak van belonen, stimuleren en profileren. Het was een korte teaser, neem voor meer info zeker contact op!
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Proeverijen - digitale innovatie in het onderwijs en de impact op levenslang leren
1. 30/01/2015 Sanofi: eLearning Platform 1
Edutablet & innovatie in het
onderwijs: wat betekent dit
voor levenslang leren?
5. EduTablet in a nutshell:
Unite secondary education ecosystem through
research and development: schools, developers,
publishers and academia
Develop and validate co-designed and economically
viable tablet applications for secondary education
in a living lab environment
Promote the development of a sustainable
environment for successful tablet-assisted learning
EduTablet: Tablets in Education
6. Anticipated outcomes:
Three operational proof-of-concepts centering on:
1. Role-based digital screen interactivity
2. Multi-context adaptivity
3. Learning through research
+ Hands-on roadmap for tablet-based education
EduTablet: Tablets in Education
Adaptiviteit naar score, tijd, zelfreflectie en gebruikte hints
- badges
Game mechanics describes the key elements that are common to many games such as points, badges and leaderboards.
Experience design describes the journey players take with the elements such as game play, play space and story line.
Gamification is a method to digitally engage people rather than personally engage, meaning that players interact with computers, smartphones, wearables or other digital devices.
The goal of gamification is to motivate people to change behaviors or develop skills or to drive innovation.
Gamification focuses on enabling players to achieve their goal and as a consequence the organization achieves its goals.
Goals
The goal of gamification is to motivate people to change behaviors or develop skills or to drive innovation : dit door gebruik te maken van key-elementen in games : fun, experience, self determination.
Gamification focuses on enabling players to achieve their goal and as a consequence the organization achieves its goals: dit oa door conditioning en license to fail
Waarom spelen we games ? Fun, experience, self determination
Wat levert het op ? Conditioning & license to fail
Conditioning (Pavlov)
Self determination theory (Deci & Ryan)
Experiences make people happier than things (Dan Gilbert)
Fun (Lazzaro)
License to fail (J. English)
Voor onderzoekend leren wel, maar voor adaptief leren, waarbij we eigenlijk ook toetsen, willen oudere kinderen liever punten dan badges
Sommige kinderen willen mini games,
In het bedrijfsleven komt die vraag ook terug => spelen is leuk, en ook belangrijk voor de engagement, maar sommige mensen willen resultaten boeken => verschillende profielen ?