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G A M I F I C A T I O N
I N E D U C A T I O ND R . S E L A Y A R K Ü N K O C A D E R E
H A C E T T E P E U N I V E R S I T Y
WH
O A
M I
?Education
Computer Education and Instructional
Technology
Computer Education and Instructional
Technology
Mathematics Education
Teaching
IT in Education
Educational Game Design
Human - Computer Interaction (Usability)
Distance Education(Online Learning)
Learning and Teaching Mathematics with Technology
Teaching Practice
Project Development and Management
...
Projects
Math Teachers’ Adventure of ICT
IntegrationEU Erasmus+ Project
Searching for the Labours of Hercules
EU Erasmus+ Project
Design of an Online Gamified Learning
System
University Project
Development of a 3D Educational Mobile
Game
University Project
Ph.D.
M.S.
B.A. & M.S.
Papers about Gamification
Arkün-Kocadere, S. (xxxx).
Gamification Design Beyond
Leaderboards and Badges
Arkün-Kocadere, S. & Çağlar, Ş.
(xxxx). Gamification from
Player Type Perspective: A Case
Study
Arkün-Kocadere, S., & Samur, Y.
(2016). From games to
gamification.
Çağlar, Ş., & Arkün Kocadere, S.
(2016). Possibility of motivating
different type of players in
gamified learning
environments.
Arkün-Kocadere, S. & Çağlar, Ş.
(2015). The design and
implementation of a gamified
assessment.
Çağlar, Ş., & Arkün-Kocadere, S.
(2015). Gamification in online
learning environments.
MY PRESENTATION
Games Gamification
Games
Gamification
Design Examples & Research Results
19 October 2016 – JKU Linz
IT LEARN PLAY REPEAT
in its first
80 DAYS.
Pokémon GO has accrued more than
550 million installs
$470 millionin revenues
Even without the release in some countries.
GAMIFICATION IN EDUCATION
Games are so powerful!
Why don‘twe use themin education?
Since 1980’s we are trying...
Expensive & hard to design.
We usually end up with «chocolate covered broccoli»,
It is neither entertaining nor educating...
GAMES IN EDUCATION
PS: I still believe the power of educational games!
• “The use of game design elements in non-game
contexts”
Deterding, Dixon, Khaled, & Nacke (2011)
• “The use of game elements and game-design
techniques in non-game contexts”.
Werbach, & Hunter (2012)
• “The process of game-thinking and game
mechanics to engage users and solve problems”
Zichermann, & Cunningham (2011)
DEFINITON OF GAMIFICATION
GAMIFICATION IN EDUCATION?
• No «learning» or «teaching» in definitions.
• Because gamification is not limited with education.
• Although we have been using it for many years.
• Even before the definition of gamification.
EFFECTS OF Effects Research
Enjoyment Hew et al., 2016
De-Marcos et al., 2014
Arkün-Kocadere & Çağlar, 2015
Flow Arkün-Kocadere & Çağlar, 2015
Sillaots, 2014
Motivation Hew et al., 2016
Arkün-Kocadere & Çağlar, 2015
Domínguez et al., 2013
Su & Cheng, 2015
Sillaots, 2014
Engagement Simões, Redondo, & Vilas, 2013
Anderson et al., 2014
Akpolat & Slany, 2014
Ibanez et al., 2014
Learning
...
increase in voluntary participation
increase in participation rate
more qualified learning products
more successful students
higher achievement
Iosup, & Epema, 2014
Hew et al., 2016
Barata et al., 2013
Caton & Greenhill, 2014
Akpolat & Slany, 2014
Buckley & Doyle, 2014
Su & Cheng, 2015
Ibanez et al., 2014
De-Marcos et al., 2014
Arkün-Kocadere & Çağlar, 2015
EFFECTS of
GAMES
F L OW C H A N N E L( C S I K S Z E N T M I H A LY I , 2 0 1 4 )
• To be active (movie, book)
• To have control over actions (chance? gambling)
• Have a chance to accomplish a task
• Clear goals and immediate feedback
• A challenging activity that requires skills
WHY DO PLAYERS PLAY?
B A RT L E ’ S ( 1 9 9 6 )
P L AY E R T Y P E S
• Always win?
• Emotional experience
• Achieve / Compete / Socialize / Explore
WHY DO PLAYERS PLAY?
TIPS FOR GAMIFICATION DESIGN
• Determine a main aim and sub aims.
• Give them clear and small tasks.
• Tasks should get more difficult step by
step.
• Don’t let them fail in the beginning.
• Considering each player type, create a
challenge by using game elements
and mechanics.
• Let them take the control but don’t
allow them to get lost or stuck.
CHALLENGE
PRACTICE
KNOWLEDGE
MASTERY
Gee, 2014
GAME MECHANICS & ELEMENTS• Points
• Levels
• Leaderboard
• Content
unlocking
• Avatar
• Badges
• Virtual goods
• Dashboards
• ...
• Challenge
• Chance
• Reward
• Progress
• Status
• Collection
• Transaction
• Competition
• Story
• Collaboration
• Feedback
• ...
Werbach, &
Hunter,
2012
A GAMIFIED WORKSHOP*
“Using ICT in Learning”
* Workshop held within the Searching for the Labours of Hercules EU Erasmus+ Project 2014-1-TR01-KA201-012990.
2 d
ays
-10 h
ou
rs
• Web tools
• Tasks
19
hig
h s
chool st
udents
Facebook• tasks
• materials
• student products
• leaderboard
Printed Game Board• narrative
• grades
• collection items
• badges
• current level
RESULTS: OPINIONS ABOUT ELEMENTS
Team Gifting Story Badges Levels Points Transaction Collection Content Unlocking Leaderboard
Workshop 1 Workshop 2
Team
Gifting
Story
Badges
Levels
Points
Transaction
Collection
Content
Unlocking
Leaderboard
RESULTS: COMPARISON
RESULTS
• Engagement
• Flow
• Motivation
• Achievement
Game Center
point point point point point
ELEMENTS
• Story
• Levels - Islands - Tasks
• Points & Leaderboard
• Achievements (Map, Sword, Boat, etc.)
• Badges
• Collection (Different jewels)
• Boss fight – Final exam
SUMMARY
• Gamification has the potential to support learning!
• But it is all about design.
• Future research:
Design models
Gamification tools
...
REFERENCES• Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
• Csikszentmihalyi, M. (2014), Flow. In Flow and the Foundations of Positive Psychology (pp.227-238).
Claremont, CA: Springer
• Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011), From game design elements to gamefulness: Defining
gamification. Paper presented at the Proceedings of the 15th International Academic MindTrek Conference:
Envisioning Future Media Environments.
• Dogtiev, A. (2016). Pokemon Go Usage ans Revenue Statistics
• Gee, J. P. (2014). 13 Principles of Game-based Learning, Video Games and Learning, Coursera.
• Newzoo (2015) Global report: US and China take half of $113bn games market in 2018.
• Rouse III, R. (2010). Game design: Theory and practice. Jones & Bartlett Learning.
• Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business: Wharton
Digital Press.
• Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and
mobile apps: “ O’Reilly Media, Inc.”