Simulation Australasia really pulls out all the stops to make an amazing conference! Another SimTect and SimHealth conference is finished and we are left with a USB full of brilliant papers and a buzzing mind full of ideas – and if you were Garth from Thales, a selphie printer he won in our lucky draw competition.
Scenario based learning
I have written a few blog posts on gamification and we realised that while we talk about gamification (and there is a growing amount of information out there), it might be worth doing an ‘introduction to gamification’ webinar and blog.
There’s always been technology in education, we know students want technology in their learning, so let’s focus on the student experience.
For those of you who haven’t seen it, Jack Black starts off as a shallow jerk who – after a magical encounter with Anthony Robbins in a lift – sees people’s inner beauty on the outside. The plain yet deep and loving become beautiful/handsome. The beautiful yet selfish and cruel have their inner flaws revealed as physical ugliness.
Deanna Hutchinson and I have been working on a research project about simulations and we have been chatting about the underpinning concepts that we are working with. On one hand, we have worked with a set of definitions and assumptions. On the other, we also reflected… what is the perception of our readers.
A student walks into a campus. They are apprehensive about their first day as a student. There are signs telling them where to go, but they can’t find anyone to ask for help. As they walk through the bricked walls, they can see classrooms behind doors, but can see into the doors to work out if that is their room. They try to open a few doors, but they are all locked. They finally come across a door that is unlocked, when a person shooes them away.
This blog post is about classroom reflections on using gamification techniques to achieve learning outcomes. It is not about games in education (refer to my previous blog post for clarification on the difference).
Games and Play are a natural way to learn. Educational Games (or serious games) are designed to acquire or improve knowledge and skills as defined by learning outcomes. Designing a quality educational game requires skill and a high investment of time. On the other hand, Gamification is the use of game-like elements in non-game contexts. For learning and development providers, this is an important difference. Games can be expensive to develop and implement, whereas gamification strategies can be simple and subtle. This is the first in a series of blog posts that explores gamification and how it can be applied in learning and development.