Upload
jorge-simoes
View
1.791
Download
4
Embed Size (px)
DESCRIPTION
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
Citation preview
jmapsimoes, 2012 1
Gamification / Social Gamification
Contributions for a Definition(in an educational context)
Jorge Simões, 2012
@jmapsimoes
jmapsimoes, 2012 2
Gamification
The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.
(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. In Proceedings of MindTrek 2011 and
Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior (2010) )
jmapsimoes, 2012 3
Social Gamification
The use of design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors.
Video games Gamification
Social Games Social Gamificati
on
jmapsimoes, 2012 4
“... game design elements ...”
or“Game mechanics”“Game dynamics”“Frameworks”“Gameplay mechanics”“Game thinking”“Game attributes” (and also, game mechanics/dynamics, game design principles, gaming psychology, player journey, game play scripts and storytelling, and/or any other aspects of games)
There are different levels and perspectives of “Game Design Elements”
Not just badges!
jmapsimoes, 2012 5
“... non-game contexts ...”Several domains: health, work, training,
environment,government, everyday life, etc,
and also ...
Education
E-learning
Social Learning Environments
jmapsimoes, 2012 6
“... game like engagement ...”
Intrinsic motivation (autonomy, mastery and purpose)
Extrinsic motivation (rewards, punishment)
Flow (“In a state of flow, an activity is performed for enjoyment and
pleasure rather than be driven by any extrinsic motivator”)
- Mihály Csíkszentmihályi, “Flow: The Psychology of Optimal Experience”
- Daniel Pink, “Drive”
jmapsimoes, 2012 7
“... desired behaviors ...”To “engage people, motivate action, promote learning,
and solve
problems” (*)
Applied to:
Students
Increasead engagement in school’s activities and higher motivation to achieve better learning outcomes.
Teachers
Reward and appraise students; setup engaging activities; provide flow.
ParentsRecognize and reward their children’s work; motivation for a deeper envolvement in school’s activities.
(*) From Karl Kapp’s definition of gamification: “game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems”
jmapsimoes, 2012 8
Framework
A framework for social gamification applied to a social learning environment
jmapsimoes, 2012 9
Framework
Desired Behaviors
Game Design
Elements
Learning Activities
GamificationTools