PonG: Parcours on Gamification - How to get Educators Gamification-ready.
Publikation: Beitrag in Buch/Konferenzbericht/Sammelband/Gutachten › Beitrag in Buch/Sammelband/Gutachten › Beigetragen › Begutachtung
Beitragende
Abstract
This paper introduces the Parcours on Gamification (PonG), designed by the cluster Digital Learning and Gaming Cultures of the Media Centre of the Technische Universität Dresden. The proposed concept encompasses three main ideas. 1) It introduces the concept Gamification Readiness for educators as an opportunity to self-reflect on the role and mindset needed to gamify a classroom. 2) It is a workshop concept (train-the-trainer/educator) designed as a game itself that not only helps train educators but combines ideas of game-design thinking with concepts of learner-centered frames. And 3) as a process model, it supports educators to transfer their teaching content into gamified scenarios matched to their general conditions. PonG is also designed to address the use of gamification in contexts independent of the educational institution. By focusing on the trainer/teacher/educator, PonG enables them to adapt their own teaching-learning scenario and enhance it with gamification elements. The main goal of PonG is to support educators to make their classroom a creative playground and learning space by using game elements. As PonG is still in progress, the paper gives an overview of its current development.
Details
Originalsprache | Englisch |
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Titel | Proceedings of the 12th International Conference on Computer Supported Education |
Herausgeber (Verlag) | SCITEPRESS - Science and Technology Publications |
Seiten | 687 - 693 |
ISBN (elektronisch) | 978-989-758-417-6 |
Publikationsstatus | Veröffentlicht - 2020 |
Peer-Review-Status | Ja |
Externe IDs
ORCID | /0000-0002-0327-6577/work/142256824 |
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Scopus | 85091422707 |