U#lizing Gamifica#on To Enhance Elearning Engagement
Sach Chaudhari Founder and Technical Director Paradiso Solu#ons
My Story M.S.
India
Passionate about Technology in Educa#on sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
Gamification in Education Outline -‐ Why Gamifica#on? -‐ What is Gamifica#on? -‐ How to Gamify? -‐ LMS Selec#on -‐ PiOalls -‐ Q & A
sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
HIV Enzyme
sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
HIV Enzyme
Online gamers playing a game called Foldit “cracked a key protein structure problem that has had scien#sts scratching their heads for years… in three weeks. sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
Foldit
sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
HIV Puzzle – What we learn from it
-‐ Challenge -‐ Social Interac0on sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
WHY GAMIFY?
TRADITIONAL ELEARNING tends to be boring sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
WHY GAMIFY?
Games are FUN and engage people sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
WHY GAMIFY?
sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement
WHY GAMIFY EDUCATION? 51%
The average U.S. Household OWNS AT LEAST ONE dedicated game console, PC or smarphone
of U.S. household OWNS a dedicated game console and those that do, own an average of 2
58%
of Americans play video games There are an average of TWO GAMERS in each game-‐playing U.S. household
The average age of game players is:
30
36% 36+ years
32% Under 18 years
32% 18 -‐35 years
sach@paradisosolu#ons.com ¦ 710 -‐ U#lizing Gamifica#on to Enhance eLearning Engagement