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By Miary Andriamiarisoa
June 2014
THE GAMIFICATION OF EDUCATION
OUTLINE Introduction
Definition
Global Context
Gamification Misconceptions
Gamification Implementation Workflow
Conclusion
THE GAMIFICATION OF EDUCATION
DEFINITION The craft of deriving all the fun and addictive elements
found in games and applying them to real-world or productive activities (Yu-kai Chou)
A series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes (Wang, R. December 2011. Demystifying Enterprise
Gamification for Business. Constellation Research). Gamification is using game-based mechanics, aesthetics,
and game thinking to engage people, motivate action, promote learning, and solve problems. Kapp, Karl M. (2012). The Gamification of Learning and Instruction: Game-based Methods and
Strategies for Training and Education (p. 11)
THE GAMIFICATION OF EDUCATION
GLOBAL CONTEXT 28 million people harvest their
crops on FarmVille everyday 67% of American households play
computer or video games, spending a total of $20.77 billion in 2012
3 billion hours a week are spent on playing video and computer games on planet earth
World wide video and computer game industry, which is valued at over $105 billion
THE GAMIFICATION OF EDUCATION
The average video game player has been playing games for over twelve years. The majority of our students grew up playing (video/arcade/computer) games
Today, 26% of people playing games are over fifty (vs. 9% in 1999)
Volkswagen, The Fun Theory, Musical stairs versus escalators
The Musical Stairs
THE GAMIFICATION OF EDUCATION
Once implemented, 66% of people chose to use the musical stairs
EXPLOSIVE GROWTH More than 50% of organizations that manage innovation
process will gamify those processes within the next decade (Gartner Group, April 2011)
Overall market for gamification is predicted to grow to $1.6 billion, up from a reported $100 million in 2012
Within the next five years, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, Twitter, or Amazon
Note: these societal forces are greatly influencing the future of learning in Higher Education
THE GAMIFICATION OF EDUCATION
GAMIFICATION MISCONCEPTIONS: What gamification IS NOT
A novelty. A 7th-century game with a fictional battlefield including foot soldiers, elephants, and chariots (Bepi Entertainment. A brief history of wargaming .
www.faculty.virginia.edu/setear/students/wargames/page1a.htm). Modern examples: frequent flyer miles, reward system, Citicard Thank-You system, etc…
About Badges, Points, and Rewards. It is about engagement, storytelling, visualization of characters, and problem solving
Trivialization of learning. Gamification is a serious approach to accelerating the experience curve of the learning, teaching complex subjects, and systems thinking (Kapp, Karl M. p. 13)
THE GAMIFICATION OF EDUCATION
THE GAMIFICATION OF EDUCATION
GAMIFICATION MISCONCEPTIONS: What gamifi cation IS NOT
Easy to design. A systematic approach is required to effectively build an impactful educational game
Perfect for Every Learning Situation Not effective for some learning content Not always the right tool to maximize learning Not a magic bullet to eliminate boredom.
Game-based learning. First and foremost about the game and its cognitive residue (Example: Civilization V, Fate of the World)
Playing. The simple introduction of a goal adds purpose, focus, and measurable outcomes. This, in turn, transform playing into gaming
THE GAMIFICATION OF EDUCATION
GAMIFICATION IN HIGHER EDUCATION The term “gamification” is of fairly recent coinage, however the
use of game elements to teach is certainly not new
The newness of this old idea lies in the rapidly growing acceptance of game thinking and game mechanics
Proliferation of mobile platforms & advancements in mobile
technology expand opportunities for game-play, allowing participants to engage any time from any place.
When applied to performance, learning, and instruction, this societal movement (wide adoption & proliferation of gaming) is forcing a re-examination of how games impact learning and performance
Gamification of learning using technology has extremely strong support: several grants from Next Generation Learning Challenges and the Bill & Melinda Gates Foundation
THE GAMIFICATION OF EDUCATION
GAMIFICATION IN HIGHER EDUCATION Pepperdine University Business School: Web-based
gamification tool called Veri, which includes leaderboard for competition, multiple levels, testing components
Course Hero: gamified course-creation tools, coursehero.com
Penn State University, Economics, ‘Who Wants to be a Millionaire’
Excelsior College, Center for Game and Simulation-based Learning
University of Minnesota’s School of Nursing. Partnership with technology company to develop web-based interactive games that engage nursing students with real-life scenarios
THE GAMIFICATION OF EDUCATION
GAMIFICATION IMPLEMENTATION WORKFLOW
THE GAMIFICATION OF EDUCATION
Define ContextsDefine Learning
ObjectivesStructure the Experience
Identify Resources
Apply Gamification
Elements
WORKFLOW: DEFINE CONTEXT
DEFINE LEARNING CONTEXT Design gaming platform to be used individually or as a group To be used in a supervised/controlled environment (classroom,
breakout rooms) or remotely (off campus) To be counted as optional activities, prerequisite, learning
reinforcement tool, study aid, graded, extra credits
DEFINE LEARNER CONTEXT Define possible ‘pain points’ (factors that prevent a student
from advancing through the learning program and/or achieving the objectives)
Example: poor quality of assignments submitted could be due to Delivery method (student is a visual learner while course was delivered orally) Low motivation (assignment didn’t count towards final grade)
THE GAMIFICATION OF EDUCATION
WORKFLOW: DEFINE LEARNING OBJECTIVES
Identify goals to be achieved through the gamification process
Clearly state mastery level students will reach after completion of the game: Avoid generalization such as ‘comfortable with’ learning
component. Instead, quantify learning level such as, ‘memorize and
know the top 200 pharmaceutical drugs.’
THE GAMIFICATION OF EDUCATION
WORKFLOW: STRUCTURE THE EXPERIENCE
Sequence knowledge and quantify what students need to learn and achieve by the end of each stage or milestone
Translate knowledge sequences into Game Levels
Categorize and group learning components
THE GAMIFICATION OF EDUCATION
WORKFLOW: IDENTIFY RESOURCES (1 of 2) Sequenced learning material from content expert—
the instructor Aesthetic and game-building components (usually
3D assets) Identify tracking mechanism to measure student
progress Define what determines the accomplishment of a
level Define currency (points, time) Determine game rules Define a feedback mechanism for both the
instructor and students
THE GAMIFICATION OF EDUCATION
WORKFLOW: IDENTIFY RESOURCES (2 of 2)Aesthetic and game-building components (usually 3D assets)
THE GAMIFICATION OF EDUCATION
WORKFLOW: APPLY GAMIFICATION ELEMENTS Gamification is the addition of game-like-elements,
also called game mechanics, in non-game settings
Two types of game mechanics:
Self-elements
Social-elements
THE GAMIFICATION OF EDUCATION
WORKFLOW: APPLY GAMIFICATION ELEMENTS
Self-elements
PointsAchievement badgesLevelsTime restrictions
Self-elements help students compete with themselves and recognize self-achievement
THE GAMIFICATION OF EDUCATION
WORKFLOW: APPLY GAMIFICATION ELEMENTS
Social-elements
Interactive competition (use of Leaderboards)Group work or cooperation
Social-elements put the students in a community with other students, and their progress and achievements are made public (without violating FERPA rules)
THE GAMIFICATION OF EDUCATION
THE GAMIFICATION OF EDUCATION
WORKFLOW: GAMIFICATION AT WESTERNU
University Resources Strategist & Architect Game Developer Game Interface Designer 3D Animators & Designers
TechSupport request for Game Design consultation ([email protected])
THE GAMIFICATION OF EDUCATION
CONCLUSION
Gamification offers instructors Numerous creative opportunities to enliven their instruction with
contests, leader boards, or badges Opportunities to give students a recognition mechanism and a
positive attitude toward their study Ability to measure progress toward clear goals, allowing
students to compete against themselves Instructional tools using game elements that engage and
motivate students, encourage exploration, foster independent effort, and build problem-solving skills
Gamification is not about adding games to classes, but designing classes as games
QUESTIONS?
THE GAMIFICATION OF EDUCATION
REFERENCES Jane McGonigal, Higher Education Is a Massively Multiplayer
Game, Educause Conference, 2013. Huang, Wendy; Soman, Dilip (December 10, 2013).
’ A Practitioner s Guide To Gamification Of Education (Report, February 2014). Rotman School of Management, University of Toronto.
Zichermann, G. (2010, October 26). Fun is the future: Mastering gamification. Google Tech Talk. http://youtu.be/6O1gNVeaE4g.
Educause Learning Initiative, 7 Things You Should Know about Gamification, https://net.educause.edu/ir/library/pdf/ELI7075.pdf
TED, 2010, March 17. Jane McGonigal: Gaming Can Make a Better World. http://www.youtube.com/watch?v=dE1DuBesGYM
THE GAMIFICATION OF EDUCATION
REFERENCES Joey J. Lee, Jessica Hammer, Gamification in Education:
What, How, Why Bother? Source: http://www.gamifyingeducation.org/files/Lee-Hammer-AEQ-2011.pdf
Virtual Arcade Game, College of Pharmacy, Western University of Health Sciences http://teachtech.westernu.edu/virtual-arcade-pharmacy/
4 Management Tools for Gamification of Education, http://classroom-aid.com/2012/09/26/4-management-tools-for-gamification-of-education/
THE GAMIFICATION OF EDUCATION