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Technology enhanced and gamified learning.
World Heritage Awareness Campaign for Youth in
Southern African Development Community (SADC)
Nadzeya Kalbaska, PhD
- Post-doctoral researcher, Lecturer USI – Lugano, Switzerland
- General Secretary of International Federation for IT and Travel and Tourism
eLearning Africa Conference 2015 (Ethiopia,
May 2015) paper:
“Technologies for informal learning: An awareness campaign about
UNESCO World Heritage Sites in SADC” by Asta Adukaite, Izak van Zyl,
Nadzeya Kalbaska and Lorenzo Cantoni
Digital technologies and (in)formal learning
• The latest generation of digital technologies: social media (Bull et
al., 2008), mobile devices (Donner, 2008; Pucciarelli & Cantoni, 2012; Traxler, 2009),
and digital games (Gee, 2003; Prensky, 2006) accelerated research on
ICTs and (in)formal learning
• ICTs blur the distinction between formal and informal learning (Selwyn,
Gorard & Furlong, 2005)
• Actual learning has to be positioned on a multidimensional continuum
between the two polarities (Colley et al, 2006)
What is Gamification?
Motivate/engage users
Enhance user’s overall value creation
Raise awareness
Develop skills
Enhance knowledge
Solve problems
Change behavior
Why Gamification?
Use of game elements and game design techniques in non-game contexts (Deterding et al., 2011)
Selective integration of various game elements into a specific system without a fully-fledged game
as the end product
For profit business goals or social impact
Education, health, environment, marketing, tourism etc.
Gamification and learning
• Engagement is the main objective in applying gamification (Kapp, 2012; Huotari & Hamari, 2012; Dixon, 2011)
• Gamification isn’t about turning the classes into a game
• Although gamification technique is not truly an academic methodology, it may improve the performance of
students in the learning process (Pozo, 1993; Trilla, 2011; Xu, 2012; Carr, 1998):
• Increase motivation & raise interest in specific subjects (de Freitas &Oliver, 2006)
• Increase students’ engagement & drive desirable learning behaviours (Lee & Hammer, 2011; Kapp,
2012)
• Empower students with low levels of self-efficacy (Sitzmann, 2011)
• Improve critical thinking skills
The most common integrated game design
elements in learning (Nah et al., 2014)
1. Points
2. Levels/stages
3. Badges
4. Leaderboards
5. Prizes
6. Progress bars
7. Storyline
8. Feedback
Tourism & learning
• Tourism and heritage places offer vast opportunities for learning experiences, both
formally and informally (Van Winkle & Lagay, 2012; Falk et al., 2012)
• The UNESCO World Heritage Sites, 1007 places worldwide of significant cultural or
natural value
• attract increasing attention from tourism and education sectors
• the reconciliation of the protection of heritage and tourism
• communication of the heritage value
• fostering of responsible and respectful behaviour among visitors
• Potential of ICTs to facilitate sustainable tourism through awareness raising, valorisation,
sensitization, and guidance for locals and tourists (Touray & Jung, 2010; Scott & Frew, 2013; Ali & Frew,
2013; Schieder, Adukaite & Cantoni, 2014)
WHACY PROJECT
World Heritage Awareness Campaign for Youth in
Southern African Development Community (SADC)
39 World Heritage Sites in SADC
19 natural, 17 Cultural, 3 mixed
9
• Gamified ICT application, quiz-like tool
• Score, levels, reward, feedback,
aesthetics
• Raise awareness
• Foster informal learning
• about heritage and sustainable tourism
in Southern Africa
• Primary audience: students 16-19 years old
• Also wider public
Goals of the campaign
TOOLS
• Dedicated
• Website: www.whacy.org
• Wiki: wiki.africaheritagetourism.org
• Facebook page:
www.facebook.com/africaheritagetourism
• Quiz platform:
• www.whacygame.org/round1/welcome
• www.whacygame.org/round2/welcome
11
Facebook Photo contest
•February – June, 2014
•27 contestants (27 eligible pictures)
•In total campaign attracted 1446 Facebook
users who engaged with it by voting, sharing
and commenting the pictures
SOME RESULTS (May-October 2014)
Online
• Round 1 was played 900 times (487 unique players)
• Round 2 was played 588 times (122 unique players)
Offline
• 2’482 schools have received the CD-ROM and the paper version
• Estimation: more than 104’244 students have been exposed to
WHACY
• Participants from 13 SADC countries were exposed to the game
(no Swaziland and Angola)
13
14
Next step: Integration into Tourism
Curriculum in SADC
• Tourism is tought as a high school subject in 6 SADC countries (South
Africa, Namibia, Botswana, Tanzania, Zambia, Mauritius)
• Integrating WHACY into tourism teaching practices
• to increase students’ motivation and interest in tourism subject
• as an assessment tool
• Pilot project in South Africa
• Responsable, PhD Candidate Asta Adukaite (asta.adukaite@usi.ch)
16
THANK YOU!
asta.adukaite@usi.ch
nadzeya.kalbaska@usi.ch
www.whacy.org
www.unescochair.usi.ch
www.elearning4tourism.org

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Gamified World Heritage Awareness Campaign

  • 1. Technology enhanced and gamified learning. World Heritage Awareness Campaign for Youth in Southern African Development Community (SADC) Nadzeya Kalbaska, PhD - Post-doctoral researcher, Lecturer USI – Lugano, Switzerland - General Secretary of International Federation for IT and Travel and Tourism
  • 2. eLearning Africa Conference 2015 (Ethiopia, May 2015) paper: “Technologies for informal learning: An awareness campaign about UNESCO World Heritage Sites in SADC” by Asta Adukaite, Izak van Zyl, Nadzeya Kalbaska and Lorenzo Cantoni
  • 3. Digital technologies and (in)formal learning • The latest generation of digital technologies: social media (Bull et al., 2008), mobile devices (Donner, 2008; Pucciarelli & Cantoni, 2012; Traxler, 2009), and digital games (Gee, 2003; Prensky, 2006) accelerated research on ICTs and (in)formal learning • ICTs blur the distinction between formal and informal learning (Selwyn, Gorard & Furlong, 2005) • Actual learning has to be positioned on a multidimensional continuum between the two polarities (Colley et al, 2006)
  • 4. What is Gamification? Motivate/engage users Enhance user’s overall value creation Raise awareness Develop skills Enhance knowledge Solve problems Change behavior Why Gamification? Use of game elements and game design techniques in non-game contexts (Deterding et al., 2011) Selective integration of various game elements into a specific system without a fully-fledged game as the end product For profit business goals or social impact Education, health, environment, marketing, tourism etc.
  • 5. Gamification and learning • Engagement is the main objective in applying gamification (Kapp, 2012; Huotari & Hamari, 2012; Dixon, 2011) • Gamification isn’t about turning the classes into a game • Although gamification technique is not truly an academic methodology, it may improve the performance of students in the learning process (Pozo, 1993; Trilla, 2011; Xu, 2012; Carr, 1998): • Increase motivation & raise interest in specific subjects (de Freitas &Oliver, 2006) • Increase students’ engagement & drive desirable learning behaviours (Lee & Hammer, 2011; Kapp, 2012) • Empower students with low levels of self-efficacy (Sitzmann, 2011) • Improve critical thinking skills
  • 6. The most common integrated game design elements in learning (Nah et al., 2014) 1. Points 2. Levels/stages 3. Badges 4. Leaderboards 5. Prizes 6. Progress bars 7. Storyline 8. Feedback
  • 7. Tourism & learning • Tourism and heritage places offer vast opportunities for learning experiences, both formally and informally (Van Winkle & Lagay, 2012; Falk et al., 2012) • The UNESCO World Heritage Sites, 1007 places worldwide of significant cultural or natural value • attract increasing attention from tourism and education sectors • the reconciliation of the protection of heritage and tourism • communication of the heritage value • fostering of responsible and respectful behaviour among visitors • Potential of ICTs to facilitate sustainable tourism through awareness raising, valorisation, sensitization, and guidance for locals and tourists (Touray & Jung, 2010; Scott & Frew, 2013; Ali & Frew, 2013; Schieder, Adukaite & Cantoni, 2014)
  • 8. WHACY PROJECT World Heritage Awareness Campaign for Youth in Southern African Development Community (SADC)
  • 9. 39 World Heritage Sites in SADC 19 natural, 17 Cultural, 3 mixed 9
  • 10. • Gamified ICT application, quiz-like tool • Score, levels, reward, feedback, aesthetics • Raise awareness • Foster informal learning • about heritage and sustainable tourism in Southern Africa • Primary audience: students 16-19 years old • Also wider public Goals of the campaign
  • 11. TOOLS • Dedicated • Website: www.whacy.org • Wiki: wiki.africaheritagetourism.org • Facebook page: www.facebook.com/africaheritagetourism • Quiz platform: • www.whacygame.org/round1/welcome • www.whacygame.org/round2/welcome 11
  • 12. Facebook Photo contest •February – June, 2014 •27 contestants (27 eligible pictures) •In total campaign attracted 1446 Facebook users who engaged with it by voting, sharing and commenting the pictures
  • 13. SOME RESULTS (May-October 2014) Online • Round 1 was played 900 times (487 unique players) • Round 2 was played 588 times (122 unique players) Offline • 2’482 schools have received the CD-ROM and the paper version • Estimation: more than 104’244 students have been exposed to WHACY • Participants from 13 SADC countries were exposed to the game (no Swaziland and Angola) 13
  • 14. 14
  • 15. Next step: Integration into Tourism Curriculum in SADC • Tourism is tought as a high school subject in 6 SADC countries (South Africa, Namibia, Botswana, Tanzania, Zambia, Mauritius) • Integrating WHACY into tourism teaching practices • to increase students’ motivation and interest in tourism subject • as an assessment tool • Pilot project in South Africa • Responsable, PhD Candidate Asta Adukaite (asta.adukaite@usi.ch)
  • 16. 16

Editor's Notes

  1. WHACY numbers