Gamification how to gamify learning and instruction Part 1 (of 3)

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‘Gamification’ - the use of game elements in non-game contexts - has rapidly become one of the current hottest trends. This presentation presents an overview of what gamification is and isn’t, and reports on the author’s experiences using this approach in a graduate level education class as well as the early results of a comparison between gamified and non-gamified sections of a freshman introduction to computers course. In the current course, the non-gamified sections employ a fairly standard structure that includes various assignments spread out throughout the term, various in-class activities, and both a midterm and final exam. The gamified section organizes all student work into various quests worth from 10 to 200 ‘experience points’ (XP), most of which have no set deadlines. While the quests are effectively equivalent in grade weight to the assignments of the more traditional sections, students in the gamified section start off with a score of zero (0) and every quest they submit contributes to their final grade cumulatively. A final score of 1000 is equivalent to 100%, but the total number of possible XP is 1435. All quests were made available to students at the beginning of term; some could be repeated for XP and included a variety of ‘guild’ (group) quests and ‘solo’ quests; and many quests could be repeated to earn additional XP. The presentation will provide some background on gamification, detail the course structure, highlight early successes and failures, and conclude with strategies for incorporating meaningful gamification in other courses.

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Gamification how to gamify learning and instruction Part 1 (of 3)

  1. 1. Gamification: How to Gamify Learning and Instruction PART 1 Katrin Becker
  2. 2. Introductions 1. Who Am I 2. What AM I Playing Now? Part 1: What's All the Buzz? 1. What is Gamification? 2. An Inadvertent Con? 3. Gamification is NOT New 4. What IS New? 5. Designing Instruction to be Playful 6. Do's & Don'ts Part 2: Case Study 1. Baby Steps: Gamification on a Small Scale 2. Increasing the Stakes 3. Going All the Way: The Current Experiment 4. Jumping the Gun - Early Conclusions Part 3: De-Briefing Further Resources Overview 21/01/2014 ACCP-CAID Gamification Master Class 2 © 2013 K.Becker
  3. 3. Who Am I? 21/01/2014 Katrin Becker, PhD ACCP-CAID Gamification Master Class 3 © 2013 K.Becker
  4. 4. What am I playing Now? 21/01/2014 ACCP-CAID Gamification Master Class 4 © 2013 K.Becker
  5. 5. http://www.gamification.co/ Part 1: What's All the Buzz? Wading through the Hype 21/01/2014 ACCP-CAID Gamification Master Class 5 © 2013 K.Becker
  6. 6. The use of game elements in non-game contexts. Deterding, S. (2012). 9.5 Theses on the Power and Efficacy of Gamification. Microsoft Research. [Microsoft Research Video] Retrieved from http://research.microsoft.com/apps/video/dl.aspx?id=174677&l=i on 12 October 2012. What is Gamification? Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 6 © 2013 K.Becker
  7. 7. System Elements Game Elements? Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 7 © 2013 K.Becker
  8. 8. An Inadvertent Con? Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 8 © 2013 K.Becker
  9. 9. Gamification is NOT New Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 9 © 2013 K.Becker
  10. 10. What about formal learning? Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 10 © 2013 K.Becker
  11. 11. course requirements policies / regulations assignments grades passing course  game objectives  game rules  quests  XP  winning the game Formal Learning is Already a Game (!) Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 11 © 2013 K.Becker
  12. 12. What IS New? Part 1: What's All the Buzz? Chris Haskell, The Game-Based Curriculum: Directing Learning with Quests, Badges, Achievements, & Truly Personalized Learning, EdWeb Webinar, May 2013 21/01/2014 ACCP-CAID Gamification Master Class 12 © 2013 K.Becker
  13. 13. • • • • • Labels can be powerful. • Make sure meanings are CLEAR • Tasks: Quests, Boss Battles • Groups: Guilds / Solo • Roles: Game Master; Player; NPC • Grades: XP; Achievements; Levels Focus on objective. Unlockable Content / Quests Earned Rewards Avatars Designing Instruction to be Playful Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 13 © 2013 K.Becker
  14. 14. Flexible Path  Choice Must earn 'N' XP. 2. Here are 'M' things • totalling >N XP (*important*) 3. Must do at LEAST these: ____ 4. The rest is up to you. 1. Key Elements Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 14 © 2013 K.Becker
  15. 15. Competency Driven 1. Quests  activities; things to DO 2. Focus on: 1. Activities that match objectives 2. How learners can demonstrate competence Key Elements Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 15 © 2013 K.Becker
  16. 16. Accumulative Grades Welcome to COMP 1103…. …..you all have ZERO • • • • Everything the learner does for points ADDS to the total. NOTHING the learner does can lower their grade. What if they blow an assignment quest? How to control submissions? Key Elements Part 1: What's All the Buzz? 21/01/2014 ACCP-CAID Gamification Master Class 16 © 2013 K.Becker

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