Gamification Beyond Competition by Bron Stuckey @BronSt

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  • Amy Jo Kim - game designer suggests community and gamification are two of the most hotly debated words of our times. And it might be lunacy to bring them together but I see a amazing potential for this mind meld.
    So I will give a simple definition for each and then some cases to show how powerful they can be when they come together.
  • This is a list of the juicy topics that are part of my work but that I do not have time to talk about today.
  • Many educators have little personal experience of games and gamification.
    They reported being surprised at how competitive they were.
    QUOTE and how much seeing their progress towards completion moved them to invest further time and effprt/
    But a number reported surprise at finding gamification activities in a professional learning space.
  • As a Games for Change Festival 2014 keynote, Jane raised the concept of identifying and blending signals that are around us today to develop new ways of being.
    This concept of signals is very useful to me as I have been case studying implementations of gamification in education.
  • So what signals am I looking for?
  • WOW
Minecraft
    Community discourse serves to:
    celebrate and improve play
    mod the game
    or for theorycrafting
  • Large online Federally funded professional community
    10 level structure from on boarding to social gifting and user driven and designed achievements
    Badgeville used to support the gamification.
  • Live 2 day event with teams formed by random assignment.
    Met at event.
    Many had prepared team logos, badges and ways to meet up before the first day.
    Social tasks for the event made up most of their mission
    Feedback was overwhelmingly positive - time delimited, intensive engagement, highly social.
  • Talk about attrition in first year of study.
    Blended f2f and online activity for 4 year undergraduate degree.
    First year used RFID tags now using individual student QR codes.
  • Most tasks were not curriculum or assessment related.
    This one was somewhat of an outlier and an experiment.
    In the past 85% had achieved pass on this course.
    Senior students came to the professor and asked if they could run revision sessions for the freshman.
    They reported at the end that they really enjoyed doing this and will continue in the next year.
    And yes 90% was achieved and causality cannot be claimed but the bigger winner was the sense of community such a simple achievement engendered.
  • Teacher driven gamified professional learning structure.
    1-to-1 iPad school - develop to motivate teachers to learn to use technology.
    10 levels, 100s of missions to choose from, reward and prizes.
    Early levels - experience, middle levels giving back to colleagues, to levels giving back to profession.
  • As people complete a chain of quests related to a particular tool they gain a title like Tweenius or Edmodo Dragon.
    What the It people in the school report is that they have started to see teachers going to each other for assistance and guidance rather than always coming to them