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Dian

DIAN (www.dian.gr) is a private organization operated since 1987 in Athens Greece. The main activity of DIAN is the non formal training in different subjects of students, teachers and adults by preparing training material and by pilot implementing of this before the training material takes the final content.

DIAN although is a small size company, occupying totally 15 full and part time personnel, is very active in Europe, participating continuously all these years in many E.U. Projects, in collaboration with many European Educational Institutions and other training providers from almost all E.U. countries.

Because of this active role in European Educational and Training activities DIAN has been accepted as member of EVBB and EURORESO Consortiums and also is in collaboration with GINGO group of training providers in Europe.

Game Elements

Gamification in learning involves incorporating game elements to motivate learners. Some of these elements include the following:
Narrative
Immediate feedback ,Fun
“Scaffolded learning" with challenges that increase
Mastery (for example, in the form of leveling up)
Progress indicators (for example, through points/badges/leaderboards, also called PBLs)
Social connection  ,Player control ,Sponsored Content

Benefits to Gamification

Students feel ownership over their learning
More relaxed atmosphere in regard to failure, since learners can simply try again
More fun in the classroom
Learning becomes visible through progress indicators
Students may uncover intrinsic motivation for learning
Students can explore different identities through different avatars/characters
Students often are more comfortable in gaming environments

Gamified Classroom


A classroom that contains some or all of these elements can be considered a “gamified" classroom. The best combinations, the ones that create sustained engagement, consider the unique needs of the learners and do more than just use points and levels to motivate players. The most effective gamification systems make use of other elements such as narrative and connection with fellow players/learners to really capture the learner’s interest.