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Interactive Design/Game Studio II Thesis Research Journal By: Jon Chung

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Interactive  Design/Game  Studio  II  Thesis  Research  Journal  

 By:  Jon  Chung  

                                               

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Table  of  Contents  

Thesis  Research  Checkpoint  1 ......................................................................................5  "How  One  Teacher  Turned  Sixth  Grade  Into  An  MMO."  Kotaku  Australia.  N.p.,  n.d.  Web.  4  Apr.  2012.  <www.kotaku.com.au/2012/03/how-­‐one-­‐teacher-­‐turned-­‐sixth-­‐grade-­‐into-­‐an-­‐mmo/>............................................................................................................................................................................5  "The  Education  and  Gamification  Combination  |  ."  Summer  in  Smallywood:  Essential  Skills  Learning  Series.  N.p.,  n.d.  Web.  4  Apr.  2012.  <http://summerinsmallywood.ca/2011/07/06/the-­‐education-­‐and-­‐gamification-­‐combination/>. ...........................................................................................................................................................6  "TEDxKids@Brussels  -­‐  Gabe  Zichermann  -­‐  Gamification  -­‐  YouTube  ."  YouTube  -­‐  Broadcast  Yourself.  .  N.p.,  n.d.  Web.  5  Apr.  2012.  <http://www.youtube.com/watch?v=O2N-­‐5maKZ9Q>. ...................................................................................................................................................................6  "Education  Levels  Up!  –  A  noObs  guide  to  Gamifying  your  Classroom  |  MrDaley.com."  MrDaley.  N.p.,  n.d.  Web.  5  Apr.  2012.  <http://www.mrdaley.com/wordpress/2011/07/27/education-­‐levels-­‐up-­‐a-­‐newbs-­‐guide-­‐to-­‐gamifying-­‐your-­‐classroom/>..........................................................................................................................7  Jivotovski,  Susannah.  "Gamification  of  Education."  Program  in  Education,  Inquiry,  &  Justice,  Georgetown  University.  N.p.,  n.d.  Web.  4  Apr.  2012.  <https://blogs.commons.georgetown.edu/programineducationinquiryjustice/2012/01/30/gamification-­‐of-­‐education/>. .............................................................................................................................8  Sinha,  Shantanu.  "Shantanu  Sinha:  Motivating  Students  and  the  Gamification  of  Learning."  Breaking  News  and  Opinion  on  The  Huffington  Post.  N.p.,  n.d.  Web.  5  Apr.  2012.  <http://www.huffingtonpost.com/shantanu-­‐sinha/motivating-­‐students-­‐and-­‐t_b_1275441.html>. ............................................................................................................................................... 10  Thesis  Research  Checkpoint  2 ....................................................................................11  "What  is  Blended  Learning?  —  Web  Learning  @  Penn  State."  Home  —  Web  Learning  @  Penn  State.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://weblearning.psu.edu/blended-­‐learning-­‐initiative/what_is_blended_learning>. .......................................................................................................... 11  "Chapter  11.  Designing  Blended  Learning  Space  to  the  Student  Experience  |  EDUCAUSE."  What  is  EDUCAUSE?  |  EDUCAUSE.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://www.educause.edu/learningspacesch11>. ............................................................................... 12  "Gamification  «  Strategic  Synergy."  Strategic  Synergy.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://stratsynergy.wordpress.com/category/gamification/page/2/>. ................................... 13  "Education  in  Bulgaria:  Gamification  «  Start  up  an  e-­‐Bulgaria."  Start  up  an  e-­‐Bulgaria.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://startebulgaria.com/2012/02/13/education-­‐in-­‐bulgaria-­‐gamification/>.......................................................................................................................................................... 14  "Chore  Wars  ::  Claim  Experience  Points  for  Housework."  Chore  Wars  ::  Claim  Experience  Points  for  Housework.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://www.chorewars.com/>........... 15  "  Gamification  of  Data  Analysis  |  Immersive  Intellegence  Colleagues."  Immersive  Intellegence  Colleagues  |  ...exploring  collaborative  virtual  spaces  to  solve  hard  problems.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://im-­‐tel.org/2011/08/31/gamification-­‐of-­‐data-­‐analysis/>................................................................................................................................................................... 16  Thesis  Research  Checkpoint  3 ....................................................................................17  2014,  a  gamified  service  for  consumer  goods  marketing,  and  customer  retention  will  become  as  important  as  Facebook.  "Gamification:  How  Competition  Is  Reinventing  Business,  Marketing  &  Everyday  Life."  Social  Media  News  and  Web  Tips  –  Mashable  –  The  Social  

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Media  Guide.  N.p.,  n.d.  Web.  7  May  2012.  <http://mashable.com/2011/07/28/gamification/>. .......................................................................... 17  Bogost,  Ian.  "Ian  Bogost  -­‐  Gamification  is  Bullshit."  Ian  Bogost.  N.p.,  n.d.  Web.  7  May  2012.  <http://www.bogost.com/blog/gamification_is_bullshit.shtml>. .................................................... 17  "Articulate  -­‐  Word  of  Mouth  Blog  -­‐  Using  Gamification  To  Transform  Your  Learners  from  Angry  Birds  into  Learning  Ninjas."  Articulate  -­‐  E-­‐Learning  Software  and  Authoring  Tools.  N.p.,  n.d.  Web.  7  May  2012.  <http://www.articulate.com/blog/using-­‐gamification-­‐to-­‐transform-­‐your-­‐learners-­‐from-­‐angry-­‐birds-­‐into-­‐learning-­‐ninjas-­‐2/>. .......................................... 19  OB.  "Combining  gaming  and  social  networking  might  just  get  you  that  new  job."  Connected  Digital  World.  N.p.,  n.d.  Web.  7  May  2012.  <http://connecteddigitalworld.com/2012/03/27/combining-­‐gaming-­‐and-­‐social-­‐networking-­‐might-­‐just-­‐get-­‐you-­‐that-­‐new-­‐job/>. ..................................................................................... 20  "hr  meet  up."  hr  meet  up.  N.p.,  n.d.  Web.  8  May  2012.  <www.hrmeetup.be/wp-­‐content/uploads/2011/11/gamification.png>. ........................................................................................ 21  Thesis  Research  Checkpoint  4 ....................................................................................22  "Metro  style  design  principles."  MSDN  –  Explore  Windows,  Web,  Cloud,  and  Windows  Phone  Software  Development.  N.p.,  n.d.  Web.  17  May  2012.  <http://msdn.microsoft.com/en-­‐us/library/windows/apps/hh781237.aspx> ............................................................................................ 22  "Jeff  Wilcox  –  Jeff  Wilcox’s  “Metro”  design  guide  for  developers,  v1.00."  Jeff  Wilcox.  N.p.,  n.d.  Web.  17  May  2012.  <http://www.jeff.wilcox.name/2011/03/metro-­‐design-­‐guide-­‐v1/>.... 22  "Going  full  Metro.  |  RIAGENIC.com."  RIAGENIC.com  |  Where  technology  +  design  intersect.  N.p.,  n.d.  Web.  17  May  2012.  <http://www.riagenic.com/archives/493>.................................... 23  "What  is  metro  design  &  what  are  its  principles."  Internet  Marketing  Agency  |  Progressive  Digital/Online  Marketing  Agency.  N.p.,  n.d.  Web.  17  May  2012.  <http://www.elevatelocal.co.uk/blog/what-­‐is-­‐metro-­‐design-­‐what-­‐are-­‐its-­‐principles-­‐07036316>. ............................................................................................................................................................... 23  "Metro  –  Design  Inspiration  ."  ubelly.  N.p.,  n.d.  Web.  17  May  2012.  <http://www.ubelly.com/2012/02/metro-­‐design-­‐inspiration/>. .................................................. 24  Thesis  Research  Checkpoint  5 ....................................................................................25  "What  Storytellers  Can  Teach  You  About  How  to  Learn  Faster."  Your  daily  digest  on  productivity  and  life  improvements  -­‐  Stepcase  Lifehack.  N.p.,  n.d.  Web.  31  May  2012.  <http://www.lifehack.org/articles/lifehack/what-­‐storytellers-­‐can-­‐teach-­‐you-­‐about-­‐how-­‐to-­‐learn-­‐faster.html>............................................................................................................................................. 25  "Want  to  do  a  WoW-­‐Based  Project  in  Your  School?  Here’s  Everything  You  Need…  »  edurealms.com."  edurealms.com.  N.p.,  n.d.  Web.  31  May  2012.  <http://edurealms.com/?p=392>................................................................................................................... 25  Jann,  Maureen.  "Business  Level-­‐Up:  Gamification  Infographic  -­‐  Intrepid  Learning."  Intrepid  Learning  -­‐  Consulting,  Research,  Technology,  &  Outsourcing.  N.p.,  n.d.  Web.  31  May  2012.  <http://intrepidlearning.com/blog/business-­‐level-­‐up-­‐gamification-­‐infographic/>............... 26  "Gamification:  Toeing  the  fine  line  between  Flirting  with  your  Hot  Cousin  and  Kissing  your  Sister!."  India  Business  Blog  |  Finance  Telecom  Stock  Market.  N.p.,  n.d.  Web.  31  May  2012.  <http://trak.in/tags/business/2011/06/27/gamification-­‐framework/>. .................................. 27  "50  Excellent  Icon  Design  Tutorials."  Six  Revisions  -­‐  Web  Design  Articles,  News,  Tutorials.  N.p.,  n.d.  Web.  31  May  2012.  <http://sixrevisions.com/graphics-­‐design/50-­‐excellent-­‐icon-­‐design-­‐tutorials/>. ................................................................................................................................................. 27    

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Thesis  Research  Checkpoint  1      

"How  One  Teacher  Turned  Sixth  Grade  Into  An  MMO."  Kotaku  Australia.  N.p.,  n.d.  Web.  4  Apr.  2012.  <www.kotaku.com.au/2012/03/how-­‐one-­‐teacher-­‐turned-­‐sixth-­‐grade-­‐into-­‐an-­‐mmo/>.    Summary:    

   Class  realms  shares  4  of  the  major  5  traits  that  I  think  a  successful  implementation  of  gamification  of  education  needs  to  have.    It  has  universal  access,  instantaneous  feedback,  competition  and  constant  rewards  for  progress.    The  only  thing  that  I  feel  it  is  lacking  is  a  clear  narrative  structure.    The  game  itself  seems  pretty  straightforward,  I  like  how  modular  and  adaptable  the  game  system  is.    

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"The  Education  and  Gamification  Combination  |  ."  Summer  in  Smallywood:  Essential  Skills  Learning  Series.  N.p.,  n.d.  Web.  4  Apr.  2012.  <http://summerinsmallywood.ca/2011/07/06/the-­‐education-­‐and-­‐gamification-­‐combination/>.    Summary:    “To  increase  attendance  and  encourage  participation  from  youth-­‐at-­‐risk  enrolled  in  a  10-­‐week  career  exploration  program  at  The  Centre  for  Skills  Development  &  Training,  staff  from  the  Get  in  Gear  program  created  a  gamification  system  in  which  they  handed  out  virtual  badges  upon  the  completion  of  different  employability-­‐themed  workshops.    

   Not  only  were  program  participants  asking  facilitators  if  they  had  successfully  received  their  badges  at  the  end  of  each  workshop,  the  Get  in  Gear  program  has  been  handing  out  more  “Perfect  Attendance”  awards  upon  program  completion  than  ever  before.”    This  is  another  example  of  a  good  implementation  of  gamification  of  education.    The  game  shares  4  of  the  major  5  traits  that  I  think  a  successful  implementation  of  gamification  of  education  needs  to  have.    It  has  universal  access,  instantaneous  feedback,  competition  and  constant  rewards  for  progress.    The  only  thing  that  I  feel  it  is  lacking  is  a  clear  narrative  structure.      

 

"TEDxKids@Brussels  -­‐  Gabe  Zichermann  -­‐  Gamification  -­‐  YouTube  ."  YouTube  -­‐  Broadcast  Yourself.  .  N.p.,  n.d.  Web.  5  Apr.  2012.  <http://www.youtube.com/watch?v=O2N-­‐5maKZ9Q>.    

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Summary:    “Points,  badges,  challenges,  leaderboards  and  levels  are  being  used  by  organizations  large  and  small,  in  industry,  government,  education  and  healthcare  to  create  stakeholder  engagement  and  virality.”    Great  TED  talk  about  the  future  potential  and  emerging  role  of  gamification  in  education  systems.  

 

"Education  Levels  Up!  –  A  noObs  guide  to  Gamifying  your  Classroom  |  MrDaley.com."  MrDaley.  N.p.,  n.d.  Web.  5  Apr.  2012.  <http://www.mrdaley.com/wordpress/2011/07/27/education-­‐levels-­‐up-­‐a-­‐newbs-­‐guide-­‐to-­‐gamifying-­‐your-­‐classroom/>.    Slideshow:    http://portal.sliderocket.com/AERNY/Edmodocon2011    

   

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   Summary:  Great  presentation  on  various  ways  to  implement  gamification  in  the  classroom.    I  loved  the  attempt  to  gamify  the  presentation  itself  with  the  progress  bar  on  the  bottom;  this  reinforces  the  narrative  and  pacing  aspect  of  the  experience.  

 

Jivotovski,  Susannah.  "Gamification  of  Education."  Program  in  Education,  Inquiry,  &  Justice,  Georgetown  University.  N.p.,  n.d.  Web.  4  Apr.  2012.  <https://blogs.commons.georgetown.edu/programineducationinquiryjustice/2012/01/30/gamification-­‐of-­‐education/>.    Summary:  “Many  individual  teachers  have  already  gamified  their  classrooms  on  a  small  scale.  My  eighth  grade  math  teacher,  Mr.  Gunn,  gave  out  paper  slips  called  “Gunn  Bucks”  if  the  entire  class  completed  their  homework,  for  particularly  good  attitudes  or  good  behavior,  or  if  a  student  completed  extra  assignments.  Gunn  Bucks  could  be  redeemed  for  small  prizes,  bonus  points  on  homework,  etc.  This  is  an  example  of  micro-­‐gamification  (also,  see  the  youtube  video  at  the  bottom  of  the  article  for  a  much  more  in-­‐depth  and  technology-­‐based  example)  because  it’s  unique  to  a  single  classroom,  but  some  schools  are  considering  implementing  game-­‐like  elements  for  an  entire  school.  For  example,  students  could  earn  special  badges  on  their  uniforms,  receive  points  for  attendance,  or  receive  rewards  for  completing  

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various  tasks  during  the  school  day.  Some  supporters  maintain  that  gamification  could  vastly  improve  students’  cognitive,  emotional,  and  social  skills.    In  their  article,  “Gamification  in  Education:  What,  How,  Why  Bother?”,  Lee  and  Hammer  use  the  popular  game  Angry  Birds  as  an  example  of  cognitive  skill  building.  Players  “launch  birds,  observe  the  results,  plan  their  next  moves,  and  execute  those  plans…  One  critical  game  design  technique  is  to  deliver  concrete  challenges  that  are  perfectly  tailored  to  the  player’s  skill  level,  increasing  the  difficulty  as  the  player’s  skill  expands.”  Games  provide  multiple  routes  to  success,  and  often  the  reward  for  completing  a  task  is  receiving  a  harder  task.  In  the  context  of  learning,  this  cognitive  approach  “gives  students  clear,  actionable  tasks  and  promises  them  immediate  rewards  instead  of  vague  long  term  benefits”  (Lee  and  Hammer  3).  In  contrast  to  many  grading  systems  in  schools,  games  create  a  positive  relationship  with  failure.  In  many  games,  the  only  way  to  learn  how  to  play  the  game  is  to  fail  repeatedly,  building  strategy  and  learning  how  it  works  in  the  process.  Games  make  feedback  cycles  rapid  (you  can  try  again  until  you  succeed)  and  they  keep  the  stakes  low  (there  is  little  risk  in  trying  again).  In  schools,  students  have  few  opportunities  to  try  (ex:  tests,  quizzes),  while  the  stakes  are  high  and  feedback  takes  a  long  time.  “Gamification  can  shorten  feedback  cycles,  give  learners  low-­‐stakes  ways  to  assess  their  own  capabilities,  and  create  an  environment  in  which  effort,  not  mastery  is  rewarded”  (Lee  and  Hammer  4).  Finally,  gamification  may  provide  social  benefits  such  as  developing  an  identity  as  a  scholar  and  learner.  Students  can  self-­‐identify  and  identify  others  as  scholars  within  the  game,  taking  pride  in  these  new  roles  by  allowing  teachers  and  even  other  students  to  reward  each  other  for  achievements.    Some  potential  risks  to  gamifying  a  school  might  be  that  kids  lose  the  idea  of  learning  for  learning’s  sake.  Kids  might  think  they  should  only  learn  when  provided  with  external  rewards.  Additionally,  game  systems  that  are  compulsory  may  start  to  feel  just  like  rules  in  school,  and  kids  may  fall  back  to  disengagement.  Creating  a  gamified  classroom  makes  a  lot  of  extra  work  for  teachers,  potentially  absorbing  their  resources  and  budgets.  Game  mechanics  cannot  be  blindly  applied  to  every  school  or  classroom,  and  I  think  a  lot  of  research  and  trials  would  have  to  be  conducted  in  order  to  determine  whether  a  school  is  fit  for  a  game-­‐like  program.  Gamification  has  the  potential  to  increase  motivation  and  engagement  in  the  classroom,  give  teachers  better  ways  to  guide  and  reward  students,  and  it  can  help  students  change  their  attitude  about  school,  “blurring  the  boundaries  between  informal  and  formal  learning”  (Lee  and  Hammer  4)  to  help  kids  learn  in  lifelong  ways.  Gamification  will  certainly  be  a  part  of  our  lives  for  years  to  come,  and  hopefully,  we  can  use  it  to  our  advantage  by  implementing  it  effectively  in  education.”    This  article  provides  a  good  overview  of  some  of  the  commonly  accepted  pros  and  cons  of  gamification.    A  criticism  that  I  will  definitely  need  to  address  is  the  possibility  of  disengagement  from  the  area  or  subject  once  the  game  system  is  no  longer  present.  

 

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Sinha,  Shantanu.  "Shantanu  Sinha:  Motivating  Students  and  the  Gamification  of  Learning."  Breaking  News  and  Opinion  on  The  Huffington  Post.  N.p.,  n.d.  Web.  5  Apr.  2012.  <http://www.huffingtonpost.com/shantanu-­‐sinha/motivating-­‐students-­‐and-­‐t_b_1275441.html>.    Summary:  “The  game  industry  has  figured  out  a  slew  of  techniques  that  really  drive  human  behavior.  The  list  of  effective  game  mechanics  is  extensive  and  I  won't  go  into  them  here.  However,  let's  think  about  a  few  of  the  implications  of  applying  some  of  the  basic  gaming  concepts  into  learning.    Most  games  are  fairly  non-­‐judgmental.  You  feel  good  when  you  progress,  regardless  of  how  old  you  are  or  how  long  it  took  you.  Imagine  if  education  was  the  same,  and  a  9th  grader  who  struggles  with  fractions  wasn't  chastised  for  not  understanding  algebra.  Instead  of  threatening  to  fail  him,  suppose  we  made  him  feel  proud  to  actually  learn  fractions.    Most  games  give  you  a  sense  of  immediate  success  and  progress.  Instead  of  waiting  for  the  end  of  the  year  to  get  your  grade,  imagine  if  you  accumulated  a  sense  of  progress  with  every  action  you  did  every  single  day.  Progress  shouldn't  be  measured  by  cramming  the  night  before  and  passing  the  final;  it  should  be  measured  by  your  actions  and  good  work  habits  every  single  day,  and  how  well  you  retain  and  apply  your  knowledge.    Most  games  encourage  you  to  push  your  own  personal  boundaries.  They  provide  users  a  sense  of  improving  themselves,  and  they  provide  challenges  perfectly  suited  for  them.  Imagine  if  students  (or  even  adults)  were  always  encouraged  to  improve  themselves  incrementally.  You  aren't  done  after  you  secure  an  'A,'  that's  just  one  phase  of  a  never-­‐ending  journey  of  learning  and  discovery.”  

 

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Thesis  Research  Checkpoint  2      

"What  is  Blended  Learning?  —  Web  Learning  @  Penn  State."  Home  —  Web  Learning  @  Penn  State.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://weblearning.psu.edu/blended-­‐learning-­‐initiative/what_is_blended_learning>.    Summary:  “A  blended  learning  approach  combines  face  to  face  classroom  methods  with  computer-­‐mediated  activities  to  form  an  integrated  instructional  approach.  In  the  past,  digital  materials  have  served  in  a  supplementary  role,  helping  to  support  face  to  face  instruction.    For  example,  a  blended  approach  to  a  traditional,  face  to  face  course  might  mean  that  the  class  meets  once  per  week  instead  of  the  usual  three-­‐session  format.  Learning  activities  that  otherwise  would  have  taken  place  during  classroom  time  can  be  moved  online.    As  of  now,  there  is  no  consensus  on  a  single  agree-­‐upon  definition  for  blended  learning.  The  Resources  page  contains  cites  to  several  articles  that  provide  definitions.  In  addition,  the  terms  "blended,"  "hybrid,"  and  "mixed-­‐mode"  are  used  interchangeably  in  current  research  literature.  For  the  purposes  of  the  Blended  Learning  Initiative  at  Penn  State,  the  term  "blended"  is  preferred.”    This  was  a  concept  that  I  learned  about  recently.    Its  one  of  the  fastest  growing  trends  in  education  right  now  and  incidentally  it  pertains  directly  to  my  thesis  project.    This  might  be  something  that  is  worth  mentioning  in  both  my  thesis  paper  and  45  hour  presentation.      

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"Chapter  11.  Designing  Blended  Learning  Space  to  the  Student  Experience  |  EDUCAUSE."  What  is  EDUCAUSE?  |  EDUCAUSE.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://www.educause.edu/learningspacesch11>.    

   

   

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"Gamification  «  Strategic  Synergy."  Strategic  Synergy.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://stratsynergy.wordpress.com/category/gamification/page/2/>.      Summary:    

     I  really  liked  how  this  article  made  links  between  game  mechanics  for  gamification  and  the  bartle  personality  types.    A  lot  of  the  mechanics  are  just  presented  to  users  in  different  ways  to  appeal  to  their  particular  personality  types  and  tastes.    Choice  architecture  plays  a  large  part  in  how  to  modify  certain  game  mechanics  to  be  effective  to  particular  Bartle  personality  types.  

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"Education  in  Bulgaria:  Gamification  «  Start  up  an  e-­‐Bulgaria."  Start  up  an  e-­‐Bulgaria.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://startebulgaria.com/2012/02/13/education-­‐in-­‐bulgaria-­‐gamification/>.    

   Summary:  “Firstly,  at  the  beginning  of  the  term,  the  teacher  defines  the  goals  of  this  term  (or  school  year)  and  what  level  should  be  reached  (well-­‐known  mark).  Every  student  has  to  increase  the  skill  points  (on  every  skill)  in  order  to  reach  the  desired  level.    Then  come  the  armory  and  weaponry  to  help  them  increase  those  skills.  Armory  includes  the  main  sources  of  knowledge  the  kids  need  to  use.  Every  armor  unit  can  be  relevant  to  one  or  more  skills  and  can  help  them  in  a  different  way.  Weaponry  is  the  extra  stuff  to  help  them  create  their  assignments  or  to  use  the  skills  –  MS  office  can  help  you  write  your  essay  or  answer  the  test  in  a  google  doc.    Of  course,  gamification  can  include  different  skills;  every  category  could  be  called  anyhow.  It  doesn’t  matter.  What  matters  is  the  kids  to  start  using  all  the  tools  Internet  and  computers  give  them  for  preparing  great  stuff,  learning  and  getting  ready  for  the  real  life.”  

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"Chore  Wars  ::  Claim  Experience  Points  for  Housework."  Chore  Wars  ::  Claim  Experience  Points  for  Housework.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://www.chorewars.com/>.    

   Summary:  “Chore  Wars  lets  you  claim  experience  points  for  household  chores.  By  getting  other  people  in  your  house  or  workplace  to  sign  up  to  the  site,  you  can  assign  experience  point  rewards  to  individual  tasks  and  chores,  and  see  how  quickly  each  of  you  levels  up.    Experience  points  are  tracked  both  as  weekly  high-­‐score  charts,  and  as  ongoing  character  sheets  -­‐  every  time  you  rack  up  200XP  of  chores,  your  character  gains  a  "level",  and  their  class  changes  to  match  the  type  of  chores  that  they've  been  doing.”    Chore  wars  is  an  attempt  to  gamify  doing  tedious  chores  by  rewarding  players  with  XP  for  completion  of  chores.      It  uses  mechanics  typically  found  in  role-­‐playing  games  to  do  this.    

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"  Gamification  of  Data  Analysis  |  Immersive  Intellegence  Colleagues."  Immersive  Intellegence  Colleagues  |  ...exploring  collaborative  virtual  spaces  to  solve  hard  problems.  N.p.,  n.d.  Web.  18  Apr.  2012.  <http://im-­‐tel.org/2011/08/31/gamification-­‐of-­‐data-­‐analysis/>.    

   

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Thesis  Research  Checkpoint  3        

2014,  a  gamified  service  for  consumer  goods  marketing,  and  customer  retention  will  become  as  important  as  Facebook.  "Gamification:  How  Competition  Is  Reinventing  Business,  Marketing  &  Everyday  Life."  Social  Media  News  and  Web  Tips  –  Mashable  –  The  Social  Media  Guide.  N.p.,  n.d.  Web.  7  May  2012.  <http://mashable.com/2011/07/28/gamification/>.    Summary:  “Game  and  product  design,  as  Zichermann  sees  it,  is  an  important  science.  Design,  he  argues,  needs  to  be  centered  around  the  customer’s  needs  and  wants  and  should  determine  the  mechanics  that  companies  use.”    “One  troubling  observation  is  the  obscene  amount  of  energy  that  goes  to  the  one  bad  driver  who  speeds.  Police,  courts,  fines,  traffic  school,  points  (the  bad  kind),  increased  insurance,  and  on  and  on,”  Richardson  writes  of  the  speed  camera  conundrum.  “And  where  is  the  reward  for  people  doing  the  right  thing?  What  happened  to  that?  Obeying  the  law  is  a  pretty  lonely  endeavor.”    Eventually,  Richardson’s  thoughts  materialized  into  an  idea  and  he  submitted  the  following  to  Volkswagon’s  Fun  Theory  contest  (see  video  above):  “Can  we  get  more  people  to  obey  the  speed  limit  by  making  it  fun  to  do?  The  idea  here  is  capture  on  camera  the  people  who  keep  to  the  speed  limit.  They  would  have  their  photos  taken  and  registration  numbers  recorded  and  entered  into  a  lottery.  Winners  would  receive  cash  prizes  and  be  notified  by  post.  Better  still,  the  winning  pot  would  come  from  the  people  who  were  caught  speeding.”    Great  article  that  highlights  a  potentially  life  saving  application  of  gamification.    It  also  shows  how  simple  and  subtle  game  system  can  make  a  huge  difference.    Gamification  does  not  need  to  completely  overhaul  existing  systems,  sometimes  it  can  be  equally  effective  to  reframe  and  make  minor  alterations  to  an  existing  system.      

Bogost,  Ian.  "Ian  Bogost  -­‐  Gamification  is  Bullshit."  Ian  Bogost.  N.p.,  n.d.  Web.  7  May  2012.  <http://www.bogost.com/blog/gamification_is_bullshit.shtml>.      Summary:  “More  specifically,  gamification  is  marketing  bullshit,  invented  by  consultants  as  a  means  to  capture  the  wild,  coveted  beast  that  is  videogames  and  to  

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domesticate  it  for  use  in  the  grey,  hopeless  wasteland  of  big  business,  where  bullshit  already  reigns  anyway.    Bullshitters  are  many  things,  but  they  are  not  stupid.  The  rhetorical  power  of  the  word  "gamification"  is  enormous,  and  it  does  precisely  what  the  bullshitters  want:  it  takes  games—a  mysterious,  magical,  powerful  medium  that  has  captured  the  attention  of  millions  of  people—and  it  makes  them  accessible  in  the  context  of  contemporary  business.    Gamification  is  reassuring.  It  gives  Vice  Presidents  and  Brand  Managers  comfort:  they're  doing  everything  right,  and  they  can  do  even  better  by  adding  "a  games  strategy"  to  their  existing  products,  slathering  on  "gaminess"  like  aioli  on  ciabatta  at  the  consultant's  indulgent  sales  lunch.    Gamification  is  easy.  It  offers  simple,  repeatable  approaches  in  which  benefit,  honor,  and  aesthetics  are  less  important  than  facility.  For  the  consultants  and  the  startups,  that  means  selling  the  same  bullshit  in  book,  workshop,  platform,  or  API  form  over  and  over  again,  at  limited  incremental  cost.  It  ticks  a  box.  Social  media  strategy?  Check.  Games  strategy?  Check.”    This  is  an  interesting  criticism  on  gamification.    I  do  think  that  his  argument  is  somewhat  flawed  if  not  just  simply  outdated.    His  argument  also  feels  to  address  the  fact  that  gamification  has  produced  valuable  real  world  results  in  fields  outside  of  marketing  and  commerce.      

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"Articulate  -­‐  Word  of  Mouth  Blog  -­‐  Using  Gamification  To  Transform  Your  Learners  from  Angry  Birds  into  Learning  Ninjas."  Articulate  -­‐  E-­‐Learning  Software  and  Authoring  Tools.  N.p.,  n.d.  Web.  7  May  2012.  <http://www.articulate.com/blog/using-­‐gamification-­‐to-­‐transform-­‐your-­‐learners-­‐from-­‐angry-­‐birds-­‐into-­‐learning-­‐ninjas-­‐2/>.  

   Summary:  Great    interactive  presentation  that  highlights  how  learning  has  evolved  over  time.    

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OB.  "Combining  gaming  and  social  networking  might  just  get  you  that  new  job."  Connected  Digital  World.  N.p.,  n.d.  Web.  7  May  2012.  <http://connecteddigitalworld.com/2012/03/27/combining-­‐gaming-­‐and-­‐social-­‐networking-­‐might-­‐just-­‐get-­‐you-­‐that-­‐new-­‐job/>.  

 

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"hr  meet  up."  hr  meet  up.  N.p.,  n.d.  Web.  8  May  2012.  <www.hrmeetup.be/wp-­‐content/uploads/2011/11/gamification.png>.  

 

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Thesis  Research  Checkpoint  4        For  this  research  checkpoint,  I  chose  to  focus  primarily  on  the  visual  component  of  my  project.    I  am  in  the  process  of  converting  my  wireframes  into  something  more  fully  cohesive.      

"Metro  style  design  principles."  MSDN  –  Explore  Windows,  Web,  Cloud,  and  Windows  Phone  Software  Development.  N.p.,  n.d.  Web.  17  May  2012.  <http://msdn.microsoft.com/en-­‐us/library/windows/apps/hh781237.aspx>    Summary:    This  site  offered  a  great  overview  of  the  principles,  logic  and  basics  of  metro  style  design  principles.    This  a  direction  that  I  am  considering  taking  my  game  management  component  of  my  thesis  project  in.    My  current  layout  is  laregely  modular  so  this  should  be  an  easy  switch.    The  5  principles  of  metro  style  design  are:  Show  pride  in  craftsmanship,  be  fast  and  fluid,  be  authentically  digital,  do  more  with  less  and  to  win  as  one      

"Jeff  Wilcox  –  Jeff  Wilcox’s  “Metro”  design  guide  for  developers,  v1.00."  Jeff  Wilcox.  N.p.,  n.d.  Web.  17  May  2012.  <http://www.jeff.wilcox.name/2011/03/metro-­‐design-­‐guide-­‐v1/>.    Summary:  “If  metro  was  inspired  by  transportation,  just  remember  that  there’s  some  awful  looking  transit  out  there.  A  few  misaligned  margins  and  your  app’s  going  to  look  like  a  rusty  bus.  Just  a  little  maintenance  every  time  you  create  a  page,  check-­‐in  a  page,  or  look  over  your  app  before  submitting  to  the  Windows  Phone  Marketplace  will  not  only  yield  a  good-­‐looking  app  –  but  will  probably  get  you  some  good  recognition,  too.”    This  site  provides  a  great  introductory  tutorial  to  some  of  the  basic  do  and  don’ts  of  metro  style  design.    This  covers  both  technical  and  conceptual  concepts.          

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"Going  full  Metro.  |  RIAGENIC.com."  RIAGENIC.com  |  Where  technology  +  design  intersect.  N.p.,  n.d.  Web.  17  May  2012.  <http://www.riagenic.com/archives/493>.    Summary:  “It  seems  that  when  you  show  someone  large  monochrome  simple  shaped  designs,  folks  often  gravitate  towards  them  over  some  of  my  other  usual  gradient  filled  drop  shadow  filled  designs.  At  first,  I  am  shocked  if  not  appalled  at  how  they  could  dismiss  one  design  which  takes  me  much  longer  for  a  design  that  essentially  looks  like  a  colored  in  Wireframe  mockup.    Metro  simply  put  feels  like  I  am  shoplifting  design.  It’s  not  a  lot  of  work  and  the  main  focus  I  have  is  controlling  myself  from  adding  too  many  elements  to  the  screen  or  keeping  the  typography  unbalanced.  Color  selection  is  also  important  as  you  have  to  keep  that  tightly  controlled  otherwise  it  ends  up  being  a  rainbow  pixel  barfing.”    Great  article  on  how  metro  style  design  is  bridging  gaps  between  designers  and  developers.    The  article  states  that  “Metro’s  secret  is  that  it  creates  a  way  in  which  designers  and  developers  can  finally  reach  a  compromise  on  design.”  I  definitely  feel  that  metro  style  design  is  how  the  direction  I  want  to  feel  my  design  in  after  reading  this  article.      

"What  is  metro  design  &  what  are  its  principles."  Internet  Marketing  Agency  |  Progressive  Digital/Online  Marketing  Agency.  N.p.,  n.d.  Web.  17  May  2012.  <http://www.elevatelocal.co.uk/blog/what-­‐is-­‐metro-­‐design-­‐what-­‐are-­‐its-­‐principles-­‐07036316>.    Summary:  “What  is  Metro?    Metro  is  a  term  used  by  Microsoft  to  describe  one  of  its  key  “design  languages”.  This  means  that  although  each  product  designed  using  Metro  is  individual  and  has  its  own  specific  appearance,  there  are  common  themes  that  mean  there’s  a  consistent  look  and  feel.  A  great  example  of  what’s  meant  by  a  design  language  is  a  chess  set:  although  a  bishop  is  obviously  different  to  a  pawn,  there  will  be  a  similarity  in  style  that  clearly  unites  them  and  distinguishes  them  from  pieces  in  another  chess  set.”    “Microsoft  has  listed  four  main  principles  that  help  unify  interfaces  that  follow  the  Metro  design:    Content  not  Chrome:  This  means  that  both  the  background  of  the  page  and  the  background  of  a  tile  (behind  the  text)  are  kept  plain,  usually  with  a  solid  color,  to  avoid  distracting  from  the  text.    Honesty:  This  means  that  when  a  designer  is  using  Metro,  they  should  pay  specific  attention  to  the  device  the  software  will  appear  on,  for  example  by  intentionally  

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designing  Windows  Phone  7  for  a  small  touch-­‐screen  rather  than  simply  scaling  down  a  style  from  PCs.  This  principle  may  have  made  designing  Windows  8  more  difficult  as  it  will  be  used  on  both  traditional  and  touch-­‐screens  of  a  variety  of  sizes.  Motion:  This  means  that  the  way  screens  change,  for  example  when  swiping  through  icons,  or  when  opening  a  new  screen  when  an  icon  is  clicked  of  pressed,  should  be  done  in  a  consistent  manner.  This  is  intended  to  make  the  experience  of  using  the  interface  much  smoother.    Typography:  This  means  having  text  that  is  both  visually  attractive  and  functional.  As  well  as  using  the  consistent  typeface,  Metro  designers  are  asked  to  think  carefully  about  where  to  place  the  text,  and  how  to  use  different  sized  text  or  bold  text  to  help  organize  the  information  on  a  page.”        

"Metro  –  Design  Inspiration  ."  ubelly.  N.p.,  n.d.  Web.  17  May  2012.  <http://www.ubelly.com/2012/02/metro-­‐design-­‐inspiration/>.    Summary:    Great  list  of  links  for  inspiration  for  metro  style  designs.    I  found  the  typography  tutorials  to  be  really  really  good.        

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Thesis  Research  Checkpoint  5      

"What  Storytellers  Can  Teach  You  About  How  to  Learn  Faster."  Your  daily  digest  on  productivity  and  life  improvements  -­‐  Stepcase  Lifehack.  N.p.,  n.d.  Web.  31  May  2012.  <http://www.lifehack.org/articles/lifehack/what-­‐storytellers-­‐can-­‐teach-­‐you-­‐about-­‐how-­‐to-­‐learn-­‐faster.html>.    Summary:  “Holistic  learning  is  based  on  the  principle  that  learning  works  as  a  whole  and  not  through  rote  memorization.  When  all  of  your  ideas  are  connected  together,  it  becomes  far  easier  to  remember  them.  When  you  have  many  different  associations  to  the  same  idea,  you  can  still  retain  the  information  even  if  you  forget  one  association.    The  storyteller’s  art  of  metaphor  is  crucial  in  holistic  learning.  Remembering  mathematical  concepts  is  easier  when  you  have  metaphors  that  relate  them  to  real  life  events,  not  just  symbols  and  equations.  Becoming  a  storyteller  with  your  subjects  and  using  powerful  metaphors  can  make  even  the  driest  subject  stick.”    This  article  reinforces  my  belief  that  a  significant  part  of  successful  gamification  of  education  is  narrative  structure.    Narrative  structure  allows  you  to  convert  traditional  lessons  into  immersive  narrative  based  learning  experiences,  this  makes  coming  up  with  the  metaphors  mentioned  above  a  direct  and  transparent  process  for  end  users.        

"Want  to  do  a  WoW-­‐Based  Project  in  Your  School?  Here’s  Everything  You  Need…  »  edurealms.com."  edurealms.com.  N.p.,  n.d.  Web.  31  May  2012.  <http://edurealms.com/?p=392>.    Summary:    “Over  the  past  two  years  I’ve  been  approached  by  several  people  from  around  the  world  inquiring  about  our  World  of  Warcraft  in  School  Project.    Yet,  despite  the  numerous  contacts,  I’m  only  aware  of  two  other  schools/school  systems  who’ve  started  similar  projects.    Of  course,  there  are  many  potential  barriers  from  costs  to  people-­‐barriers.    Craig  Lawson  (@midlawsondle)  and  I  have  worked  over  the  past  year  to  create  a  full-­‐year,  standards-­‐aligned  language  arts  course  that  is  based  on  World  of  Warcraft.  “      

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Jann,  Maureen.  "Business  Level-­‐Up:  Gamification  Infographic  -­‐  Intrepid  Learning."  Intrepid  Learning  -­‐  Consulting,  Research,  Technology,  &  Outsourcing.  N.p.,  n.d.  Web.  31  May  2012.  <http://intrepidlearning.com/blog/business-­‐level-­‐up-­‐gamification-­‐infographic/>.    

     

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"Gamification:  Toeing  the  fine  line  between  Flirting  with  your  Hot  Cousin  and  Kissing  your  Sister!."  India  Business  Blog  |  Finance  Telecom  Stock  Market.  N.p.,  n.d.  Web.  31  May  2012.  <http://trak.in/tags/business/2011/06/27/gamification-­‐framework/>.    

   I  really  liked  this  particular  image  that  was  used  in  this  article.    Something  I  will  add  in  my  final  thesis  paper  is  how  the  traits  that  define  what  successful  gmaificaiton  of  education  is  interacts  with  users  on  all  these  different  levels.      

"50  Excellent  Icon  Design  Tutorials."  Six  Revisions  -­‐  Web  Design  Articles,  News,  Tutorials.  N.p.,  n.d.  Web.  31  May  2012.  <http://sixrevisions.com/graphics-­‐design/50-­‐excellent-­‐icon-­‐design-­‐tutorials/>.    Summary:    I  have  been  spending  a  little  time  researching  about  how  to  design  custom  icons  for  the  visual  component.    This  site  provided  a  nice  list  of  tutorials  to  get  me  started.    

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