Gamification / Social Gamification of Education

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A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.

A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.

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  • 1. Gamification / SocialGamificationContributions for a Definition(in an educational context)Jorge Simões, 2012jmapsimoes@gmail.com@jmapsimoes jmapsimoes, 2012 1
  • 2. GamificationThe use of game design elements innon-game contexts, to drive game likeengagement in order to promotedesired behaviors.(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011).From Game Design Elements to Gamefulness: Defining “Gamification”. InProceedings of MindTrek 2011 andBunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamicsto Influence Behavior (2010) ) jmapsimoes, 2012 2
  • 3. Social GamificationThe use of design elements from socialgames in non-game contexts, to drivegame like engagement in order topromote desired behaviors. Video games Gamification Social Games Social Gamification jmapsimoes, 2012 3
  • 4. “... game design elements ...”or“Game mechanics” Not just badges!“Game dynamics”“Frameworks”“Gameplay mechanics”“Game thinking”“Game attributes”(and also, game mechanics/dynamics, game design principles, gamingpsychology, player journey, game play scripts and storytelling, and/or any otheraspects of games)There are different levels and perspectives of “GameDesign Elements” jmapsimoes, 2012 4
  • 5. “... non-game contexts ...”Several domains: health, work, training, environment,government, everyday life, etc,and also ... Education E-learning Social Learning Environments jmapsimoes, 2012 5
  • 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 andpleasure rather than be driven by any extrinsic motivator”)- Mihály Csíkszentmihályi, “Flow: The Psychology of OptimalExperience”- Daniel Pink, “Drive” jmapsimoes, 2012 6
  • 7. “... desired behaviors ...”To “engage people, motivate action, promote learning, and solveproblems” (*)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; provideflow.Parents Recognize 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, motivatejmapsimoes, 2012 learning, and action, promote 7
  • 8. FrameworkA framework for social gamification applied to a social learning environment jmapsimoes, 2012 8
  • 9. Framework Game Design Desired Elements Behaviors Learning Gamification Activities Tools jmapsimoes, 2012 9