PRESENTAZIONE PAPER

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UNIVERSITY OF CASSINO AND SOUTHERN LAZIO UNICLAM - ITALY XVII International Creativity Conference CREATIVITY AND INNOVATION IN EDUCATION RIGA, LATVIA, NOVEMBER 29-30, 2013 Dr. GIUSEPPE GALETTA PhD Candidate in Psychology of Arts and Creativity Department of Humanities and Social Sciences University of Cassino and Southern Lazio, Italy e-mail: [email protected] The Gamification: Applications and Developments for Creativity and Education. 0 Dr. GIUSEPPE GALETTA PhD Candidate

Transcript of PRESENTAZIONE PAPER

Page 1: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

Dr. GIUSEPPE GALETTA

PhD Candidate in Psychology of Arts and Creativity

Department of Humanities and Social Sciences

University of Cassino and Southern Lazio, Italy

e-mail: [email protected]

The Gamification:

Applications and

Developments for Creativity

and Education.

0

Dr. GIUSEPPE GALETTA PhD Candidate

Page 2: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

What is Gamification?

Gamification is the use of game

practices in non-gaming contexts and the

application of “Game Thinking” to the real life

in order to influence behaviour, stimulate

engagement and increase motivation in

performing a task or achieving a goal.

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Dr. GIUSEPPE GALETTA PhD Candidate

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UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

How did the

Gamification develop?

Desktop

MetaphorWYSIWYG

Video

Games

Graphics

Virtual Reality

Cibernetics

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 4: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

What about the

Gamification today?

Smartphone Tablet

Social

Network

Viral

Games

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 5: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

Theoretic

Contaminations.

Game

Theory

Social

Learning

Theory

Behaviourism

Stimulus/

Response

Model

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Dr. GIUSEPPE GALETTA PhD Candidate

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UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

The Game Setting.

Mission

Challenge

Achievement

Goal

Rules

Progress

System:

score boards

status bars

counters

leaderboards

Reward &

Incentive:

points, credits

badges

Community Collaboration

Tim

eL

im

it

/ D

ea

dlin

e

Long

-Te

rm

Ob

je

ctive

s

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 7: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

When we're playing games,

we're not suffering!

Stress

reduction

Better

concentration

Positive

attention

Learning

improvement

New ideas

stimulation

Self-correction

Gratification

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Dr. GIUSEPPE GALETTA PhD Candidate

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UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

The aim of the Study.

To demonstrate that the use of Game Dynamics

and Mechanics in non-gaming contexts changes

the individual behavior inducing engagement and

motivation, stimulating Creativity and ideas

generation, improving learning processes and

knowledge diffusion, producing instant feedbacks

and measurable results.

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 9: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

Materials and Method.

The investigation method is based on the

scenario analysis supported by data available

online: the Gamification is generally

implemented in a digital environment, because

Technology is the main driver of the diffusion

of “Game Thinking” in real life.

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 10: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

The Scenario.

Game

applications

Game

devices/tools

Game

contexts

User

experience

Game

interaction

User

satisfaction

Storytelling

script/plot

Virality

Social diffusion

Psych

o

in

flu

en

ce

Me

tric

s

An

alytic

s

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 11: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

Material of Analysis.

Facebook

Social Games

Cityville

Farmville

Social

Applications

Serious

Games

Foursquare

Linkedin

Health Month

Taskville

Home Gaming

Devices

Wii Remote

Move - Kinect

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 12: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

Results.

Game Dynamics and Mechanics:

► Activate the user interest.

► Motivate the choices in decision making.

► Stimulate creative insight in problem solving.

► Reduce the “creative block”.

► Activate the ideas generation.

► Increase decision making activities.

► Predict future scenarios.

► Transfer know-how and social knowledge.

► Develop individual skills.

► Build communities.

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 13: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

Active Stimuli.

► Reward.

► “Loss avoidance”.

► Punishment.

► Adventurous/hazardous storytelling .

► “Magic circle”.

► Competition.

► Failure.

► Sharing (crowdsourcing/peer to peer).

► Community collaboration (“Wiki” mode).

► Feedbacks and measurable results.

► “Behavioural momentum”.

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Dr. GIUSEPPE GALETTA PhD Candidate

Page 14: PRESENTAZIONE PAPER

UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

Conclusions.

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Dr. GIUSEPPE GALETTA PhD Candidate

Learning

by doing

Learning

by playing

Gamified Knowledge

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UNIVERSITY OF CASSINO

AND SOUTHERN LAZIO

UNICLAM - ITALY

XVII International Creativity Conference

CREATIVITY AND INNOVATION IN EDUCATIONRIGA, LATVIA, NOVEMBER 29-30, 2013

THE GAMIFICATION:

APPLICATIONS AND DEVELOPMENTS

FOR CREATIVITY AND EDUCATION.

14

Dr. GIUSEPPE GALETTA PhD Candidate

Gamified Knowledge.

Networked Shared

Responsive Customized

Measurable Self-Growing