Why Fun, Playing, and Gamification is the future for Learning

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Admit it, Learning sucks. But no one ever says that about playing. Gamification can be that enabler of fun, playing, and motivation for learning. E-learning can be successful all over again.

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Why Fun, Playing, and Gamification is the future for Learning

  1. 1. @keizng about.me/keizng keith@gametize.com Why Fun, Play, and Gamification is the future for Learning
  2. 2. @keizng
  3. 3. about.me/keizng Co-founder and Hustle Ninja of Gametize World’s Simplest Gamification Platform (Gametize.com) Also made apps such as Cocktailogy, Amazing Food Race, Healthplay, Selfiely, Workready English, @keizng
  4. 4. about.me/keizng Achievements and Badges @keizng Renowned Counterstrike Camper, Reformed Compulsive Gamer Trained in Software Engineering, Business (Finance) Almost zero game design training (self trained) Almost bankrupt, secured USD$200,000 on TV, Angels Gate Nominated top global influencer/innovator in gamification
  5. 5. @keizng The scale of E-learning, and now M-learning Corporate Training: $200bn Corporate E-Learning: $26bn % Fortune 500 with E-learning: 41.7% Asian E-Learning market: $11.5bn by ‘16 Mobile Education Products in ‘12: $4.4bn (Elearning! Magazine – May 2013) And many more awesome mLearning stats.. http://fluency21.com/blog/2013/04/09/20-eye-opening-stats-you-probably-didnt-know-about-mobile-learning/
  6. 6. But Digital Learning needs help E-Learning Completion: 30-40% MOOC Dropout Rate (estimated): ~90% “People don’t have time to learn, don’t know where to learn, and don’t want to learn” - Frustrated Client @keizng
  7. 7. “We have met the enemy, and he is Powerpoint” http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3
  8. 8. Learning. We know what it feels like. @keizng
  9. 9. Wow. This is what it should feel like
  10. 10. @keizng Let’s get Science to help us get to “Wow”
  11. 11. With the help of this wonder “drug” Dopamine
  12. 12. Faces of people playing games @keizng
  13. 13. Gf (Fluid Intelligence) @keizng You can be smarter by playing games too Search for “Keynote Gabe Zichermann at TNW2012” or http://bit.ly/gabetnw Search for “Andrea Kuszewski increase your intelligence” or http://bit.ly/andreakus
  14. 14. @keizng What motivates us?
  15. 15. What motivates us? Flow Theory, By Mihaly Csikszentmihalyi
  16. 16. @keizng What motivates us? Flow Theory, By Mihaly Csikszentmihalyi • One must be involved in an activity with a clear set of goals and progress. This adds direction and structure to the task.! ! • The task at hand must have clear and immediate feedback. This helps the person negotiate any changing demands and allows them to adjust their performance to maintain the flow state.! • One must have a good balance between the perceived challenges of the task at hand and their own perceived skills. One must have confidence in one's ability to complete the task at hand.!
  17. 17. Gf In fact, it is the only industry that mastered user experience
  18. 18. What is the average age of a gamer? @keizng
  19. 19. @keizng Professor Stuart Brown believes playing makes successful and creative individuals, and is a biological necessity http://www.amazon.com/Play-Shapes-Brain-Imagination-Invigorates/dp/1583333789
  20. 20. 1. Hard fun" Challenge" Strategy" Problem Solving" Frustration" Sense of Achievement" @keizng
  21. 21. Interesting content" 2. Easy fun" Collecting Items" Points and level-ups" Amazement" Happiness" @keizng
  22. 22. 3. Altered States" Exploration" Escape from thoughts & feelings" Surprises" Discovery" Excitement" @keizng
  23. 23. 4. The People Factor" Competition" Teamwork" Social Bonding" Personal Recognition" Sense of Achievement" @keizng
  24. 24. http://bit.ly/techday14 http://gametize.com/app
  25. 25. @keizng gamification = Use of game design and game psychology in non-game settings to engage and motivate target audience for target behaviors. It is a process, but not an end point. Also a rapidly growing market, projected by Gartner at $2Bn
  26. 26. @keizng gamification = A process to engage and motivate your consumers into behaviors that directly or indirectly increase sales. It does not need to be transactional.
  27. 27. gamification @keizng = happification;
  28. 28. More examples American Airlines Rewards, achievement, level-ups (elite status) Nike Plus Achievement, level-ups, competition Linked In Level-ups (progress bar)
  29. 29. @keizng Hilton Hhonors Points
  30. 30. @keizng
  31. 31. motivation action feedback @keizng
  32. 32. @keizng 7 Key Tips to make learning work with Gamification Based on a white-paper by Gametize (See blog.gametize.com)
  33. 33. @keizng 1. Gamification is not about creating Games It is a process, and should not change your pedagogy fundamentally. Don’t distract your learners from the true goal.
  34. 34. 2. Give real, timely feedback so they know where they are, and where they will be at And let them know its OK to fail in a learning experience In fact, make it fun to fail!
  35. 35. 3. Allow learners to explore freely, empower them to make choices @keizng .. and give them control over their journey
  36. 36. 4. Capitalize on social dynamics @keizng
  37. 37. ... And encourage competition too
  38. 38. @keizng 5. User Experience Trumps Everything Tailor and custom it for the target audience
  39. 39. 6. Focus on your content and design not the technology @keizng
  40. 40. @keizng 7. Repetition. Reframe the tasks, make it fun
  41. 41. Gametizes 5D Framework @keizng
  42. 42. Get your hands dirty! Identify a common problem.
  43. 43. Get your hands dirty! Determine your goal: What is the outcome you want to achieve out of gamification?
  44. 44. Get your hands dirty! What are your target behaviours?
  45. 45. Bartle’s Player Types
  46. 46. Get your hands dirty! Profile your target players: Make a list of characteristics of your target group.
  47. 47. Design Strategy G! A! M! E! T! I! S! E! Generous Clear rewards Appealing Fresh Content Maintainable Manageable! Easy Emotional Experience Togetherness Intrinsic motivations Social behaviors Engagement KEY ELEMENTS! KEY GOALS!
  48. 48. Case Study: Standard Chartered Bank @keizng
  49. 49. @keizng
  50. 50. @keizng LEARN! COLLECT! COMPETE! Gain knowledge and experience through challenges Collect points and badges to level up Pit your score against other countries and global peers
  51. 51. THE GAMIFIED LEARNING EXPERIENCE! Scaffolded Challenges! Competitive Spirit! Instantaneous Feedback! Earning Rewards! @keizng
  52. 52. Product!
  53. 53. Product!
  54. 54. Product! 10,000 employees, 1 million challenge completions
  55. 55. Create Analytics 1 Organize 2 4 Content 3 Backend
  56. 56. Case Study: DBS
  57. 57. GameLead Case Study Leadership and Team Building (LTB) is a core module offered as part of the business program in the Singapore Management University (SMU). To solve the problem of engagement in LTB beyond the classroom, the Gametize platform to produce GameLead, a gamified experience to make learning much more engaging, exciting and easy for 177 students in a pilot run. GameLead was made available on both web and mobile to be played by students wherever, whenever! A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  58. 58. A Game for Each Class Games were segregated according to LTB classes, students will only see their designated classes, while administrators can access all 4 games. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  59. 59. New quests unlocked weekly A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  60. 60. Challenges within each Quest A series of simple challenges, from photos, quizzes, and videos prompted students to reflect on and apply what they have learnt in class A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  61. 61. Challenges within each Quest An activity feed enabled students to view submissions by other classmates and vote, which increase the points of the submission A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  62. 62. Class Participation Quest Students can also log their in-class participation for points here A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  63. 63. Gathering Feedback and Sentiments Gamification was also used to collect student feedback on the GameLead experience A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  64. 64. Gathering Feedback and Sentiments We were able to extract sentiments that help us understand our users’ pain in using GameLead, some of which are negative A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  65. 65. Gathering Feedback and Sentiments We also discovered what the students enjoyed about GameLead that can help with future executions A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  66. 66. Verdict and Results A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  67. 67. Verdict: Successfully Gametized A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  68. 68. Verdict: Successfully Gametized A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  69. 69. Verdict: Successfully Gametized A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  70. 70. Conclusion for GameLead Focus on the problem, objective, and data At a glance, it is easy to dismiss due to a handful negative reviews. However, GameLead was designed to solve the problem of engaging students beyond the classroom, and the objective was to provide a seamless and engaging experience through gamification. The success should then be measured based on the overall data in relation to these questions, in this case, showing GameLead’s effectiveness. Iterative Development and Improvement Gamification in education is a fairly new concept, especially with the use of digital technologies. An iterative approach to improving GameLead based on the data is key to its continued success. The unfavorable sentiments, though not necessary relevant, (e.g. minority users do not want to be engaged outside of classroom) should be reviewed and considered. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
  71. 71. gamification is not magic. it is a strategy, which like many others, must be well-designed and planned. there are no rules to fun.
  72. 72. otherwise it will backfire
  73. 73. Real Intrinsic motivators
  74. 74. Don’t overgive rewards
  75. 75. Make real fun, and keep them fresh
  76. 76. credits to @eliaveris Insites Consulting!
  77. 77. “Hang on, will Gamification trivialise Learning?”
  78. 78. “Hang on, will Gamification trivialise Learning?” What is the real value of seriousness? Do we really learn best and perform optimally under formal situations?
  79. 79. create stories create emotions
  80. 80. This deck is based on our whitepaper titled “Gamification for Corporate Learning”. http://gametize.com/game/secretlibrary
  81. 81. “The opposite of play is not work. It is depression” - Dr Stuart Brown
  82. 82. Get your hands dirty! Design your game.
  83. 83. Create games where your players can: Upload a photo Write a comment Answer a quiz Make a prediction Scan a QR code Fill in the blank Enter a secret passcode Watch a video
  84. 84. Gametize learning for meaningful, emotional, and effective experiences. Reduce cost, save time, and make happier employees!! keith@gametize.com

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