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Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
Gamificationfor nonprofits
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Gamificationfor nonprofits

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  • Internal: employee/volunteer productivity, e.g. rote work like stuffing envelopes, showing up to training, completing PDExternal: client/customer engagement, e.g. visiting website, completing surveys
  • Original illustration source unknown, possibly DisneySee http://8kindsoffun.com/ for additional information on motivating with fun
  • Define desired outcomes (behaviors)Determine acceptable evidence (skills/knowledge)Develop learning experience (instruction)Gamification Framework: http://goo.gl/j3p8Q7
  • Progression: from on-boarding to masteryPBL: Points, Badges, LeaderboardsChart adapted from Kevin Werbach, Gamification course on Coursera
  • Think of dynamics as your game board, setting the tone of the game and plotting the path for the player
  • Mechanics = Process
  • Cascading InformationReveal information in nuggetsBreak down challenges into smaller tasks
  • Moodle badges, Moodle conditional activities (http://goo.gl/g7j3j)
  • Provide constant feedback to users to inform progress
  • Provides feedback and unpredictable rewardThe average speed of cars passing the camera dropped from 32km/h before the experiment to 25km/h after (http://goo.gl/HvxFy)One sample study conducted in Bellevue, Washington found that radar speed signs resulted in average speed reductions of from 1-5 mph, although some locations resulted in changes upwards of 5.5 mph (wikipedia)
  • Leaderboard screenshot from Lilypadapp.comBadge by FourSquare
  • Tools: Moodle (badges and/or conditional activities http://goo.gl/g7j3j), ClassBadges
  • More effective to show 10 closest players than top leaders. Showing just the top players can be demotivating.Require constant effort to maintain.
  • Autonomy and choices:Learning paths with lessons, completion trackingAssignments and quizzes
  • BadgesGroup Names (status)Gradebook: points + categoriesCertificates: Labels + Completion TrackingPlugin: Course Results Block (leaderboard) https://moodle.org/plugins/view.php?plugin=block_course_results
  • http://wordpress.org/plugins/badgeos/Others: CubePoints, Punchtab, AchievmentsComplete List: http://learn.caitlincahill.com/gamification-for-non-profit-organizations
  • Mindmixer.com
  • Additional resources available at http://learn.caitlincahill.com/gamification-for-non-profit-organizations
  • Just say no to Edutainment
  • iCivics: includes constitutional law firm, supreme court decision making, branches of power, counties workWolf Quest: wolf ecology in Yellow StonePeacemaker: Israeli/Palistinian conflictFold.it: protein structure and folding for vaccinesPlague Inc.: Pathogen simulatorQuandry: ethics
  • Transcript

    • 1. GAMIFICATION AND GAMING FOR NONPROFIT ORGANIZATIONS Gamification and Game-based Learning by Caitlin Cahill is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
    • 2. Gamification “Applying game-design thinking to non-game applications to make them more fun and engaging." Gamification Wiki
    • 3. WHY GAMIFICATION? Behavior Change & Engagement
    • 4. Motivation Increased productivity and engagement Photo by World Bank Photo Collection / CC BY-NC-ND
    • 5. Drive The Surprising Truth About What Movtivates Us By Daniel H. Pink
    • 6. Motivation 2.0 Rewards & Punishment Routine tasks • Points • Leaderboards • Status • Calculated Bonuses
    • 7. Motivation 3.0 Autonomy, Mastery, Purpose Learning, creating, innovating • Missions/Challenge • Levels • Badges • Unexpected Bonuses
    • 8. Fun! Spoonful of sugar with your medicine
    • 9. Effective Learning Goal-oriented / Backwards Design Photo by Will Scullin / CC BY 1 •Define desired outcomes 2 •Determine acceptable evidence 3 •Develop learning experience
    • 10. Game Elements Dynamics Narrative, Progression, Constraints Mechanics Challenges, Feedback, R ewards Components PBL
    • 11. Dynamics  Narration What’s the story?  Progression On-boarding to Mastery  Constraints What are your limits?
    • 12. Mechanics  Challenges / Quests  Competition vs. Cooperation  Feedback  Reward  Discovery and Exploration  Transactions
    • 13. Challenges / Quests  Difficult, but achievable  Cannot proceed unless task mastered  Meaningful Choices
    • 14. The Unknown Exploration & Discovery Don’t provide all the answers Bonuses Use unexpected rewards
    • 15. Feedback 1. Where am I? How am I doing? 2. Where do I need to get to? 3. How do I get there?
    • 16. Swedish Speed Camera Lottery http://youtu.be/iynzHWwJXaA
    • 17. Game Components  Points  Leaderboards  Levels & Status  Badges  Progress Indicators  Avatars  Virtual Goods
    • 18. Badges Mastery of specific skills
    • 19. Points On-going, repetitive tasks, e.g. logging in, turning in homework on time
    • 20. Leaderboards  Display: closest, not top  Constant effort to maintain status
    • 21. GAMIFICATION TOOLS
    • 22. Photo by Rose Aphro / BY SA Adaptive Lessons Completion Tracking Automated Feedback
    • 23. Leaderboarded
    • 24. Additional Resources • Gamification MOOCs • Gamification Book List • Gamfication Wiki • Free Media Resources • Gamification Service List
    • 25. GAMING
    • 26. Making an Epic Win a.k.a. why games are so engaging Jane McGonigal - Gaming can make a better world
    • 27. Tell me, I’ll forget Show me, I’ll remember Involve me, I’ll Understand Gaming for Learning
    • 28. Edutainment “Kids can smell that [stuff] a mile away.“ – Gabe Zichermann Content presented in a game-like format with actual games given as a reward for completing a level
    • 29. Serious Games Examples Primary purpose is to train or educate, often with simulations of real-life situations.  iCivics  Wolf Quest  Peacemaker  Fold.it  Plague Inc.  Quandry
    • 30. Consumer Games
    • 31. Finding Games  Common Sense Media  Games for Change  Game Learning Society  GameUp  App Review Sites  Diigo
    • 32. Game Makers  Sploder  Scratch  Tynker  StarLogo TNG  GameSalad  Kodu  Alice  YoYo Games  Gamestar Mechanic
    • 33. QUESTIONS? Presentation and resources available at http://learn.caitlincahill.com

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