2024 Gamification of Learning: Designing an engaging classroom experience

tue13feb(feb 13)15:00fri22mar(mar 22)17:00Online Event2024 Gamification of Learning: Designing an engaging classroom experienceLocation:Online

Event Details

Ever felt your learners should be more engaged?

Gamification is a pedagogical approach that builds on the psychology of human engagement and capitalises on the exciting, motivating and engaging strategies and design ideas that we can find in games.

Applied in the educational context, it transforms attitudes towards learning. It creates an immersive, entertaining experience. Such a hands-on approach helps students to connect with their learning and improves concentration, determination to succeed or overall knowledge retention.

This online workshop led by Rob Alvarez and Bernardo Letayf is an entry-intermediate level training for learning professionals who have none or limited experience with Gamification.

The training focuses on five steps every educator can take to gamify the student learning experience. These five steps have derived from interactions with over 100 experts through Rob Alvarez’s Professor Game Podcast as well as two decades of experience with interactive learning materials at IE Business School in Madrid.

The online training consists of six live sessions. In between the live sessions, participants will work asynchronously (individually, as well as in peer groups) on an individual project based on their specific challenges.

Throughout the training participants will:

  • explore gamification as a way to create a learner experience
  • get hands-on experience with using gamification to design a course/lesson, address a workplace challenge
  • deliver a prototype of a gamified course/lesson/workplace process
  • receive individual as well as peer feedback to apply the newly gained insights in practice

TARGET GROUP

This online workshop is designed for learning professionals as well as programme directors and designers, who have none to limited experience with gamification and who are interested in incorporating new methods to increase student’s engagement and performance levels.

COURSE TIMELINE

February 13; 15:00-16:00 CEST: Introductory session
February 20; 15:00-17:00 CET: Live session 1
February 23; 12:00 CET: Assignment 1
February 26; Peer feedback 1
February 27; 15:00-17:00 CET: Live session 2
March 5; 15:00-17:00 CET: Live session 3
March 8; 12:00 CET: Assignment 2
March 11; Peer feedback 2
March 12; 15:00-17:00 CET Live session 4
March 22; 15:00-17:00 CET Feedback and closing

DIGITAL BADGES

After completing all assignments, course participants will receive a digital badge*.

Criteria for receiving a badge:

  • 80% attendance of live sessions
  • Submitting two individual assignments (Friday February 23 & Friday March 8)
  • Submitting two filled-in peer feedback forms (Monday February 26 & Monday March 11)

The submission platform for all assignments including peer feedback is Slack.

*Digital open badges are a tool to recognise learning and training and to allow recipients to showcase their skills and achievements. Metadata are embedded in their image to allow for quick verification of the credentials. The badges are linked to a verified webpage that contains information about who earned the badge, how it was earned, who is the issuer, what skills the badge holder gained or any additional evidence linked to the training.

ZOOM

This workshop will be run using Zoom. To ensure the best Zoom experience, we recommend that you install the latest version of Zoom Client for Meetings. If you are not familiar with Zoom, you can test the tool via this weblink.

Registration

Fully booked

Programme

Tuesday 13 February 2024

15:00 – 16:00 CEST

Welcome & Introduction

In the first introductory session, participants will get to know each other, get familiar with the concept of gamification in business education and become acquainted with the system of assignments and feedback in the upcoming course.

Tuesday 20 February 2024

15:00 – 17:00 CET

Establishing the Objectives & Defining the Players

Deep dive into the first two steps of the gamification process.

Tuesday 27 February 2024

15:00 – 17:00 CET

Divergent and Convergent Thinking to Generate Ideas & Building a Prototype

Deep dive into the second two steps of the gamification process.

Tuesday 5 March 2024

15:00 – 17:00 CET

Closer Look into Game Mechanics

The third session is dedicated to explore in depth various game mechanics and their use, as well as possible combinations to reach and engage maximum number of learners/players.

Tuesday 12 March 2024

15:00 – 17:00 CET

Playtesting & Smart Iteration

Participants will present their prototypes and explore the last step of Smart Iteration.

Friday 22 March 2024

15:00 – 17:00 CET

Feedback & Recommendations

In the last session, participants will reconvene for final feedback based on the delivered prototypes, learn about common mistakes and receive recommendations for their future work with gamification.

Practical information

 Programme Fees

  • EFMD Member fee: 590 €
  • Non-member fee: 690 €

Cancellation policy: cancellations must be confirmed in writing before 30 January 2024, and a cancellation fee amounting to EUR 50 for administrative costs will be charged. After the above-mentioned deadline, we are unfortunately unable to refund any fees. However, in such cases, substitutes are welcomed at no extra cost as long as the substitute’s name, title, and address are communicated enough time ahead.

Speakers

  • Bernardo Letayf

    Bernardo Letayf

    CEO of bluerabbit.io, Gamification speaker and consultant

    CEO of bluerabbit.io, Gamification speaker and consultant

  • Roberto Alvarez Bucholska

    Roberto Alvarez Bucholska

    Founder of Professor Game podcast, Adjunct professor, IE Business School

    Founder of Professor Game podcast, Adjunct professor, IE Business School

Location

Online

Time

february 13 (tuesday) 15:00 - march 22 (friday) 17:00