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HOMO FABERS
and
Homo ludens
LEARN
Homo sapiens
o
economicus
Hom
the
rational
ma n
Homo
economicus
ma
an
turus
Homo sapiens
o
economicus
Hom
the
rational
ma n
Homo
economicus
ma
an
turus
Homo ludens
Elements for Enriching the Learning Experience for Homo fabers and Homo ludens
Elements for Enriching the Learning Experience for
Homo
fabers
and
Homo
ludens
Gamification
using
game-elements
in
learning
Elements for Enriching the Learning Experience for
Homo
fabers
and
Homo
ludens
Gamification
using
game-elements
in
learning
- - - - - - - -
Novel
Challenges
Intrinsic
Mo4va4on
Contextual
Emo4ons/Experien4al
Scaolding,
Feedback
Conversa4on
Collabora4on
ACen4on
Elements for Enriching the Learning Experience for
Homo
fabers
and
Homo
ludens
Gamification
using
game-elements
in
learning
- - - - - - - -
Novel
Challenges
Intrinsic
Mo4va4on
Contextual
Emo4ons/Experien4al
Scaolding,
Feedback
Conversa4on
Collabora4on
ACen4on
Game-based Learning
using
games
in
the
classroom
Elements for Enriching the Learning Experience for
Homo
fabers
and
Homo
ludens
Gamification
using
game-elements
in
learning
- - - - - - - -
Novel
Challenges
Intrinsic
Mo4va4on
Contextual
Emo4ons/Experien4al
Scaolding,
Feedback
Conversa4on
Collabora4on
ACen4on
Game-based Learning
using
games
in
the
classroom
- - - - -
Listen to a Story Make a Story Play a Game Build a Game Collabora4ve Game-Play
Learning
Eec4veness:
Memorize,
Know,
Understand,
Synthesize,
Create
A woman had just a few hours before she would die from a strange disease. There was just one drug that might save her.
PHARMACY
Only one pharmacist in the village had that drug and he was charging ten 4mes the normal price. The sick womans husband, Heinz, could arrange just half the amount.
PHARMACY
He pleaded and argued with the pharmacist that his wife was dying and so could he please lower the price or allow Heinz to pay later. But the pharmacist refused.
PHARMACY
Harvard psychologist, Lawrence Kohlberg, who proposed a stage theory of moral thinking, used stories like this one, to test moral reasoning.
hCp://www.youtube.com/watch?v=77uRQeu_pUQ
What Makes a Great Learning Experience - for Homo fabers and Homo ludens
E n g a g e m e n t
E n g a g e m e n t
Impar4ng learning as disciplined, formal educa4on is a fairly modern inven4on, only a few centuries old
Most formal educa4on has degenerated into, Passive acquisi4on of knowledge Later regurgita4on in tests of recall
While research shows that deep learning happens when a learner is, Self-mo4vated to learn Constructs own understanding/meaning
What Makes a Great Learning Experience? L e a r n i n g E e c 4 v e n e s s Use Games but with minimum adverse consequences?
E n g a g e m e n t
What Makes a Great Learning Experience? L e a r n i n g E e c 4 v e n e s s Use Games but with minimum adverse consequences?
GAMIFICATION
may
hold
the
answer
E n g a g e m e n t
Elements for Enriching the Learning Experience for
Homo
fabers
and
Homo
ludens
Gamification
using
game-elements
in
learning
- - - - - - - -
Novel
Challenges
Intrinsic
Mo4va4on
Contextual
Emo4ons/Experien4al
Scaolding,
Feedback
Conversa4on
Collabora4on
ACen4on
Game-based Learning
using
games
in
the
classroom
- - - - -
Listen to a Story Make a Story Play a Game Build a Game Collabora4ve Game-Play
Learning
Eec4veness:
Memorize,
Know,
Understand,
Synthesize,
Create
GAMIFICATION
is
use
of
game-elements
in
non-gaming
contexts
hCp://bit.ly/PC8rjn
hCp://tedxtalks.ted.com/video/TEDxBozeman-Paul-Andersen-Class
Good game designers understand that one size does not fit all
In
a
game,
A
newbie
needs
to
be
onboarded
A
regular
needs
fresh
challenges
new
learned
behaviours
become
a
habit
Express/Explore/Compete/Coop
Player
(re)Engagement
Task/Mission/Quiz
Fun/Delight/Trust/Pride/Curious
Positive Emotions
Statistics/Analytics/Feedback
Visible Progress
According
to
Joseph
Campbell,
the
journey
of
the
archetypal
hero
in
mythologies
consists
of
" " " " "
Call to Adventure Refusal of the Call Divine intervention or Epiphany Journey of Trials & Tribulations Return and Master of both worlds
The learners journey could be, knowledge acquisition, mastery, innovation or transformation of self
Game = PERMA
Amy
Jo
Kim
good
games
embody
the
same
5
elements
that
are
impera4ve
for
well-being
and
happiness
(Mar4n
Seligmans
book,
Flourish)
P
=
Posi4ve
Emo4ons
E
=
Engagement
R
=
Rela4onships
M
=
Meaning
A
=
Accomplishment
Based
on
a
talk
by
Amy
Jo
Kim
A
Class
Divided
hCp://www.pbs.org/wgbh/pages/frontline/shows/divided/
In his book Social Intelligence, author Daniel Goleman explains the impact of emo4ons on learning and performance...
Hans Selye divided Stress into two categories - Distress (persistent stress that is not resolved through coping or adapta4on) and Eustress (or euphoric stress that enhances physical and mental func4on) - high performance requires op4mal stress
High Skill Low Challenge Quickly move to the next level (Mastery Learning Khan Academy)
Self-Determination Theory!
THE
MOTIVATIONAL
SPECTRUM
External
Regula/on
>
Introjec/on
>
Iden/ca/on
>
Integra/on
>
Intrinsic
Amo$va$on
Extrinsic
Mo$va$on
Intrinsic
Mo$va$on
Indierent to External Regula$on: you dont want to do Doing something for a task something but do it because someone wants the love of it you to do to it Not for the reward Introjec$on: do it because it enhances your status I will do it because others will value E.g. spending 4me me with family, listening Iden$ca$on: I dont really enjoy doing it but to music I will do it because I see value in doing it. E.g. study math Integra$on: I will do it because it align with my goals (even though I might not enjoy doing it). E.g. exercise
!Effectance Motivation!
Organisms have a tendency to explore and inuence the environment and the master reinforcer for humans is personal competence (competence is the ability to interact
effectively with the environment)
-
Psychologist
Robert
White
In his book Drive - The Surprising Truth about What Motivates Us author Daniel Pink suggests that the new operating system for the 21st century, or Motivation 3.0, has three components:
hCp://www.ted.com/talks/brenda_brathwaite_gaming_for_understanding.html
is
wired
such
that
it
seeks
variety
and
in
play
the
s4mulus
is
constantly
changing
Every
moment
of
a
tennis
match
is
dierent,
and
if
runs
are
not
being
scored
or
wickets
are
not
falling
then
even
cricket
becomes
boring
-
we
stop
paying
aCen4on!
Ellen
Langer,
Harvard
Professor
of
Psychology,
conducted
a
study
where
she
asked
par4cipants,
who
did
not
par4cularly
like
classical
music,
to
listen
to
classical
music
One
set
of
par4cipants
was
asked
to
no4ce
three
to
six
novel
aspects about the ac4vity, like no4ce the musical instruments they could iden4fy dierences
Another set was not given any instruc4ons to no4ce The Study revealed that more the dis4nc4ons drawn by
careful no4cing, the more the subjects liked the ac4vity interested we become and more we learn
Langer calls this a mindful autude to learning - the opposite autude is a mindless rote or autopilotlearning Connect what you are learning with your life and make it more meaningful Self-reference Eect - informa4on that is related to us is easier to learn While studying we should mentally ask ques4ons about the topic, look at the informa4on from various perspec4ves and relate it to our personal life or of someone we know By making informa4on meaningful we remember it longer
Good
learners
know
how
to
make
learning
interes4ng
by
deliberately
bringing
in
variety
in
what
they
are
studying
For
example,
while
reading
a
book,
they
mentally
ask
ques4ons
and
try
to
answer
them,
look
at
the
book
from
various
perspec4ves
or
think
about
dierent
endings
to
a
story
In
Summary
Game Elements that can be used to Enrich the Learning Experience are
Meaning:
contextual
goals,
shrink
the
goal
personaliza4on
Intrinsic
Mo4va4on:
mastery,
autonomy
(play
=
voluntary,
what
the
body
in
not
obliged
to
do
Mark
Twain)
Environment
- Safe
but
not
sterile
environment,
where
consequences
are
not
dire
- Frustra4on
is
taken
in
stride
- Failure
is
less
shameful
Scaolding:
challenge
and
skill
balance
Flow
Changing
S4mulus:
for
intense
engagement
Feedback:
instant,
juicy,
informa4ve,
non-judgmental
feedback
that
helps
improve
performance
Elements for Enriching the Learning Experience for
Homo
fabers
and
Homo
ludens
Gamification
using
game-elements
in
learning
- - - - - - - -
Novel
Challenges
Intrinsic
Mo4va4on
Contextual
Emo4ons/Experien4al
Scaolding,
Feedback
Conversa4on
Collabora4on
ACen4on
Game-based Learning
using
games
in
the
classroom
- - - - -
Listen to a Story Make a Story Play a Game Build a Game Collabora4ve Game-Play
Learning
Eec4veness:
Memorize,
Know,
Understand,
Synthesize,
Create
Solo
Games:
typically
provide
a
deeper
learning
experience
Collabora4ve
Games:
typically
provide
higher
learner
mo4va4on
Gaming
Communi4es:
several
learning
theories
at
work,
e.g.
Vygotskys
Zone
of
Proximal
Development,
More
Knowledgeable
Other
and
Lave
&
Wengers
Legi4mate
Peripheral
Par4cipa4on
and
Situated
Learning
Gaming Communi4es: very good for cul4va4ng skills essen4al for success in the 21st century - Collabora4ve problem solving - Co-construc4ng meaning - Consensual decision making - Responsibility and self-directed learning
hCp://youtu.be/yDPssJedOJ4
hCp://www.youtube.com/watch?v=dE1DuBesGYM
Elements for Enriching the Learning Experience for
Homo
fabers
and
Homo
ludens
Gamification
using
game-elements
in
learning
- - - - - - - -
Novel
Challenges
Intrinsic
Mo4va4on
Contextual
Emo4ons/Experien4al
Scaolding,
Feedback
Conversa4on
Collabora4on
ACen4on
Game-based Learning
using
games
in
the
classroom
- - - - -
Listen to a Story Make a Story Play a Game Build a Game Collabora4ve Game-Play
Learning
Eec4veness:
Memorize,
Know,
Understand,
Synthesize,
Create
Crea4vity Synthesis
Understanding
Knowing
Memorisa4on
Crea4vity Synthesis
Understanding
Knowing
-
Recall
of
facts
-
Tradi4onally
learned
by
rote
Memorisa4on
Add Context
Engagement
(mul4media
storytelling)
Crea4vity Synthesis
Understanding
Knowing
Knowledge of a domain
Memorisa4on
Simple Games I have made for my son (this one, when he was 9)
Simple Games I have made for my son (this one, when he was 10)
It is old wine in new boCles a simple quiz converted into QR code cool form factor!
Crea4vity Synthesis
Understanding
Knowing
Memorisa4on
Arduino
Is
a
tool
for
making
computers
that
can
sense
and
control
more
of
the
physical
world
than
your
desktop
computer.
It's
an
open-source
physical
compu4ng
plazorm
based
on
a
simple
microcontroller
board,
and
a
development
environment
for
wri4ng
sohware
for
the
board.
Crea4vity
Synthesis
Seeing
paCerns
and
rela4onships
between
discrete
knowledge
nuggets,
across
domains
Understanding
Knowing
Memorisa4on
Crea4vity Synthesis
Understanding
Knowing
Memorisa4on
Search Google for Serious Games on your topic of study... you may nd a good game
Elements for Enriching the Learning Experience for
Homo
fabers
and
Homo
ludens
Gamification
using
game-elements
in
learning
- - - - - - - -
Novel
Challenges
Intrinsic
Mo4va4on
Contextual
Emo4ons/Experien4al
Scaolding,
Feedback
Conversa4on
Collabora4on
ACen4on
Game-based Learning
using
games
in
the
classroom
- - - - -
Listen to a Story Make a Story Play a Game Build a Game Collabora4ve Game-Play
Learning
Eec4veness:
Memorize,
Know,
Understand,
Synthesize,
Create
For more learning modules on skills relevant for ourishing in the 21st century visit - www.TimelessLifeskills.co.uk
Thank you
If
you
have
ques4ons
or
comments
please
feel
free
to
email
me
at:
Atul.Pant@gmail.com