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Game Over ?
New Approaches to Teaching
Engineering Courses
Joaquim Jorge
Joaquim Jorge
Instituto Superior Técnico
Universidade de Lisboa
Visualization and Multimodal Interfaces
@ INESC-ID Lisboa
http://web.ist.utl.pt/jorgej
Research Interests:
Calligraphic Interaction,
Multimodal Interfaces,
Graphical Modeling
ees.elsevier.com/cag
2014:
360 submissions
35 days to respond
17 weeks to accept
Ranked 4th CGJ
GoogleScholar
BACK TO THE FUTURE?
0
Bologna 1088
Wikimedia commons
XIX Century
Back to the Future ?
Are MOOCs the Answer?
One Size Fits All!
Same content x 1000s
Standardized Experience
From here
To Here
Industrial Revolution
Not About Tools!
Strandberg [CC-BY-SA] http://commons.wikimedia.org/wiki/File:20060513_toolbox.jpg/
Long Journey Ahead
safuanstyx.deviantart.com/
Gamification
towards
Adaptation
GAMIFICATION
I
Games – Students were born into them
by William Hook @ Flickr
Education
by Izaias Buson @ Flickr
Wavebreak Media Ltd/Bigstock.com
Boredom
Hye You | Daily Trojan
Demotivating
Can gamification improve learning?
by thebarrowboy @ Flickr
Sheldon 2010
the use of game design
elements in non-game contexts
ga•mi•fi•ca•tion /ˌɡeɪmɪfɪˈkeɪʃ(ə)n/
NOT Playing games in class
That’s
just
playing a
game…
NOT teaching with a game
NOT (just) giving points for activities
That’s Points-ification
The course becomes the game
Use game elements, mechanics, dynamics
Badges
Avatars
Votes
Leaderboards
Achievements
Boss Fights
Virtual Goods
Guilds Quests
Rewards
Progress Bars
Skill Trees
Experience Points
Stat Points
SDT
Competence
Relatedness
Autonomy
Adapted from [Deci and Ryan, 2004]
It’s about motivation!
Autonomy
Relatedness
Competence
MULTIMEDIA CONTENT
PRODUCTIONII
MSc Course
IST/UL
Two Campi
300+ Students Gamified Experience
Blended Learning
Gamified since 2010/2011
Adding game elements to the mix…
by gfpeck @ Flickr
The course is a game!
IMMERSIONIMMERSION
ENGAGEMENT
XP, not grades!
LEVELS (20 … of course)
Grading system
Max
Min
2003-2010 Gamified
0
20 20000 XP
500 XP
PHAT L00T
Badges
Postmaster
Participate in the forums
Class Annotator
Find relevant references
Rise to the Challenge
Tinkering with class subjects
Competition
Proactive
Be the first to respond
Archivist
Archive challenge results
Quiz, Lab, Presentation, Exam King
Be the best!
Leaderboard
Personal Page
Earn Achievements for more XP!
Three levels for each
achievement
Up to Three
Levels
Unlock a level to get XP
Description &
Conditions for next lvl
Extra credit available
Cooperation
Guild Warrior
Everyone in your lab does well
Guild Master
Your lab is the best there is!
Cooperation: Quest!
Reward Behavior
Right on Time
Be here when the lecture starts, don’t be
late…
Amphitheatre Lover
Attend theoretical lectures
Lab Lover
Attend Labs
Dozens of different achievements
Highlights – Participate!
Postmaster
Participate in the forums
Class Annotator
Find relevant references
Rise to the Challenge
Bi-Weekly tinkering with class subjects
Highlights – Participate!
Talkative
Ask intelligent questions in class
Skill Tree
Getting started made easy
by bokeh burger @ Flickr
by EssjayNZ @ Flickr
A transparent process
Forum Posts
moodle
Scripts
Peter van Grieken @ floickr
Activities
Scores
Grades
Manual Grading
Chris Lawrence @ flickr
Spreadsheets to collect
Generate Pages
RESULTS
III
Participation & Proactivity
by woodleywonderworks @ Flickr
Student feedback
by albertogp123 @ Flickr
+ Motivating & Interesting
Easier to Learn From
Creativity
by theodevil @ Flickr
More Of What They Like
Useful for the Future
TOWARDS
PERSONALIZATIONIV
Cluster Students
Leaderboard Rank
16 30 44 58 72 86 100 114 128 142
Cluster 1 Cluster 2 Cluster 3 Cluster 4
Students by Cluster
11
29
23
13
Achievers Regular Half-Hearted Underachievers
Performance Indicators
Labs
Presentation
Exam
Challenges
AchievementsSkill Tree
AvatarWorld
MCP Quest
Quizzes
Performance
Labs
Presentation
Exam
Challenges
AchievementsSkill Tree
AvatarWorld
MCP Quest
Quizzes
Achievers
Labs
Presentation
Exam
Challenges
AchievementsSkill Tree
AvatarWorld
MCP Quest
Quizzes
Regular
Labs
Presentation
Exam
Challenges
AchievementsSkill Tree
AvatarWorld
MCP Quest
Quizzes
Underachievers
Labs
Presentation
Exam
Challenges
AchievementsSkill Tree
AvatarWorld
MCP Quest
Quizzes
Halfhearted
Measuring Participation
Posts
Skill Tree
Posts
Explored Skill
Tree Nodes
AvatarWorld
Posts
Badges
Completed
Achieveme…
Explored
Achieveme…
Artist Badges
(quality)
Participation
Posts
Skill Tree Posts
Explored Skill Tree
Nodes
AvatarWorld Posts
Badges
Completed
Achievements
Explored
Achievements
Artist Badges
(quality)
Achievers
Posts
Skill Tree Posts
Explored Skill Tree
Nodes
AvatarWorld Posts
Badges
Completed
Achievements
Explored
Achievements
Artist Badges
(quality)
Underachievers
Posts
Skill Tree Posts
Explored Skill Tree
Nodes
AvatarWorld Posts
Badges
Completed
Achievements
Explored
Achievements
Artist Badges
(quality)
Regular
Posts
Skill Tree Posts
Explored Skill Tree
Nodes
AvatarWorld Posts
Badges
Completed
Achievements
Explored
Achievements
Artist Badges
(quality)
Halfhearted
Engagement
1
2
3
4
5
Engagement
Achievers Regular Halfhearted Underachievers
Automatic Early-on Classification
20%
30%
40%
50%
60%
70%
80%
90%
100%
25% 33% 50% 100%
Accuracy
Time through the semester
Performance data Gaming data
Grade accumulation over 2 yrs
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
17
24
31
38
45
52
59
66
73
80
87
94
101
108
115
122
129
136
143
150
Achievers Regular
Halfhearted Underachievers
Average
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
10
17
24
31
38
45
52
59
66
73
80
87
94
101
108
115
122
129
136
Achievers Regular
Halfhearted Underachievers
Average
Self-Reported Satisfaction
93
3
4
5
6
Ratingscale
Technology-driven
Organization-driven
Resource-driven
Usefulness Easy2Use Quality
Satisfaction w content
94
Focus per cluster
95
Technology-
driven
System
Organization-
driven
Content
Resource-
driven
Pedagogy
1
2
3
4
5
6
Posting in
fora
Uploading Downloading Participating
in chat
Consulting
grades
Searching
archived
contents
Consulting
news
Consulting
videos
Ratingscale
Technology-driven students
05 / 06
06 / 07
Satisfaction
DESIGN ISSUES
V
Meaning
Mastery
Autonomy
Diversity
Social Recognition
Manage the Workload / Rythm
Competition vs Cooperation
(Mass)Customize the Experience
Adaptive Gamified Learning
by SMBCollege @ Flickr (CC BY 2.0)
The Team
Joaquim.Jorge@acm.org
daniel.goncalves@inesc-id.pt
daniel.goncalves@inesc-id.pt
Game Over? Improving Engineering Courses via Gamification and Adaptive Content

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Game Over? Improving Engineering Courses via Gamification and Adaptive Content

Editor's Notes

  1. Prussian Model
  2. For lack of a clear business model and for their XIX century approach MOOCs will likely join other e-learning experiences
  3. Software distributed along with its source code. Well-known open source projects are the Linux operating system, the Mozilla Firefox Web browser, and the OpenOffice.org productivity suite Image: Per Erik Strandberg – A Toolbox – [CC-BY-SA} http://commons.wikimedia.org/wiki/File:20060513_toolbox.jpg
  4. …and become more familiar with ubiquitous technology and especially with games
  5. Education is a great concern of modern society and many efforts have been done to make it more effective and available for everybody. Traditional courses and teaching techniques rely on blackboards, oral lectures, books and written exercises as the main vehicle to transmit knowledge.
  6. Hoje em dia, a educação enfrenta problemas difíceis relacionados com a motivação dos alunos e o seu envolvimento nas aulas.
  7. O que leva a ter um anfiteatro ou uma sala de aula cheio de alunos aborrecidos ou distraídos; o que é ingrato para os alunos e para o Professor.
  8. THOSE are Serious Games!
  9. Um dos modelos mais recentes e mais famosos, talvez com a excepção da hierarquia das necessidades de Maslow, é a Teoria da Autodeterminação de Deci e Ryan ou SDT como é conhecido. SDT é uma teoria abrangente sobre a Motivação Humana que responde à questão que características tem uma actividade ter para nos sentirmos motivados a realizá-la e que tem como base 3 pilares
  10. Autonomia, está relacionado com a nossa capacidade de fazer escolhas e de nos sentirmos no controle das nossas vidas e destino.
  11. - Relacionamento, deriva da necessidade universal do ser humano de interagir e pertencer a grupos.
  12. Competência, vem de nos sentirmos aptos de realizar a tarefas, cumprindo objectivos e evoluindo o nosso grau de proficiencia.
  13. MCP is a course of the Master program in Information Systems and Computer Engineering at Instituto Superior Técnico. It is part of the Multimedia Systems specialization area. Instituto Superior Técnico has two campii, Alameda and Taguspark, where this area is a Minor or a Major, respectively. The MCP Course, as part of either one, runs simultaneously at both campii.
  14. Based on several successful social games, like Foursquare or FarmVille, we decided to embody our course into such a game, where players would have the chance to progress in the game experience as they do on the course. We picked five of the most used game elements (see Section 2) to drive student behavior towards reverting the aforementioned negative tendencies. These are: points, levels, leaderboards, challenges and badges.
  15. IMMERSION
  16. ENGAGEMENT
  17. In order to motivate students to embrace course activities, we decided to reward them with experience points (XP) for each action they undertake, as a form of instant gratification, which has been previously used with success to motivate college students (Natvig et al. , 2004). Examples of such actions are posting something on the forums, reading class slides, attending classes in time, report bugs in class material, amongst others.
  18. The final grade was represented by a value between 0 and 20. In 2010-2011, instead of grade points, the students engaged in a game-like experience and were awarded Experience Points (XP). The more XP users had, the more they progressed in the gaming experience, advancing into new levels, reached at 1000 point intervals. Each level corresponded to a single grade point (1 out of 20), and students needed 20000 points to reach the maximum grade.
  19. LOOT ALMOST EVERYTHING EXCEPT SNEEZING IS GRADED
  20. The first motivational factors to be explored by us were peer pressure and competition. A key component to spur competitiveness is to provide players with means to assess their progress and compare themselves with others, in order to ascertain who is winning and how many points apart they are from other players. With this in mind, we deployed our game with a leaderboard that displayed enrolled students by row, sorted in descending order by XP. Each row portrayed the player’s rank, photo and name, campus, amount of XP, level and the amount of achievements they were awarded with by completing certain challenges.
  21. Tem um leaderboard e uma página pessoal de cada aluno com vários elementos como nível, skill points, evolução do XP e da sua posição na leaderboard entre outros.
  22. While few challenges were single-leveled, i.e., only required players to perform a task once, such as the “Wild Imagination” challenge, where students had to come up with presentation subjects, most of our challenges were multi-level. For each level of a -level challenge there is a badge, and players have to perform iterations of the same task to reach the maximum level for that challenge. Each challenge level has increased difficulty, so that level is harder than level . A an example of such challenges we have “Bookworm” where the user has to read 50% of the lectures’ slides for level 1, 75% for level 2 and 100% for level 3. Another good example is the “Proficient Tool User” challenge, in which students had to compose one creative artifact using multimedia tools (e.g. Gimp, Audacity) for level 1, two for level 2 and 3 for level 3. Multi-level challenges not only make things more interesting to students but might also provide them with a sense of autonomy.
  23. While few challenges were single-leveled, i.e., only required players to perform a task once, such as the “Wild Imagination” challenge, where students had to come up with presentation subjects, most of our challenges were multi-level. For each level of a -level challenge there is a badge, and players have to perform iterations of the same task to reach the maximum level for that challenge. Each challenge level has increased difficulty, so that level is harder than level . A an example of such challenges we have “Bookworm” where the user has to read 50% of the lectures’ slides for level 1, 75% for level 2 and 100% for level 3. Another good example is the “Proficient Tool User” challenge, in which students had to compose one creative artifact using multimedia tools (e.g. Gimp, Audacity) for level 1, two for level 2 and 3 for level 3. Multi-level challenges not only make things more interesting to students but might also provide them with a sense of autonomy.
  24. IMMERSION and ENGAGEMENT
  25. 67 Badges Overall 32 will get you up to Level 20 35 will get you beyond! (EXTRA GRADE!) different ways to reach max bonus Choose your preferred path!
  26. TREASURE HUNT in teams 15 different levels Students need to cooperate to achieve the last level
  27. Usually, getting started is the harder part. Therefore, we conceived a few challenges of easier difficulty so that, right in the beginning of the experience, students could collect a few achievements and become more motivated to dive into the gaming experience. Moreover, for multi-level challenges, we gave a greater score to the first level, further encouraging them to take the first steps towards accomplishing them. For example, for the “Bookworm” case, the first level was worth 100XP, the second was worth 70XP and the third one 40XP.
  28. Achievement award was made as transparent as possible so that students could know when others or themselves had received an achievement and why. By clicking a student in the leaderboard, one could see, by the end of the page, the history of all earned achievement, including date, the amount of XP, the name of the challenge and the respective badge. This allowed students to get acquainted with the game, understand how others did it and strive to compete and perform better.
  29. No entanto, o curso, como outras cadeiras do Técnico, usa o Moodle como Ambiente Virtual de Aprendizem, ou VLE em inglês. Básicamente, um VLE é uma aplicação de suporte ao ensino. Tem um fórum, capacidade de criar avaliações (como questionários e exames) e até formas de disponibilizar material cadeira (como resumos e slides das aulas teóricas).
  30. Mas o Moodle não está gamificado. Para gamificar PCM foi desenvolvido uma aplicacao temporaria ad-hoc que é a solução actual. To extract content from google database Collect MOST activity information
  31. IMPORTANCIA de ter isto feito a horas! INSTANT GRATIFICATION
  32. Aqui está o exemplo deste ano (Melhor aluno)
  33. We deployed the gamified version of the MCP course on the second semester of the 2010-2011 academic year. Data was collected regarding many aspects of the students’ performance and satisfaction, which we compared with those from the year before (2009-2010), in order to assess the impact of gamification. Even though we had 7 students and 1 regular lecture less in 2010-2011, there were still significant gains in the number of downloads of the course’s reference material, of the number of Moodle posts and the number of attended lectures. We will address these changes in the next subsections, along with the feedback we got from students, based on their answers to a satisfaction survey by the end of the course. Due to the lack of normality of the data, all statistical difference between groups was tested using a non-parametric Mann-Whitney’s U test.
  34. Our data show that students do not necessarily perform better, but they perform more first and reply posts on most components, which shows that they participate more and are more proactive.
  35. We got valuable information via questionnaires issued by the end of each semester.
  36. Students consider our course to be more motivating and interesting than other non-gamified courses.
  37. Students considered our course to be easier to learn from as compared to other courses.
  38. Students consider that our course allows them to be creative. A comparison between the two academic years reveals that there was a larger gap between the amounts of posts in the first two months than in any other period. We believe that one of the reasons behind this were the challenges that were issued in lab classes. These required students to come up with interesting ideas and become authors themselves, by creating funny multimedia contents, such as montages, audio remixes and video parodies. The fact that as few as three challenges, issued during three weeks, managed to get 19% of the total amount of posts, indicates that they were indeed a major contribution to student participation. We also had informal feedback from students complimenting the creativity of the challenges. Another plausible reason seems to be the theoretical challenges, which were responsible for 23% (336 out of 1439) of the total amount of posts. These, in turn, occurred during the first two months. The aforementioned results not only suggest that creative challenges are a powerful weapon to boost student engagement and motivation, but also that they should occur more sparsely over time.
  39. Students consider that our course allows them to do more of what they like
  40. And that it teaches them useful stuff for the future.
  41. We managed to cluster students following grade acquisition patterns and leaderboard rank
  42. Students must consider gamified tasks and assignments meaningful. If they do not seen any value in them, no game elements can help you.
  43. Provide students with rich feedback via points, badges and progress bars about goals and tasks that are meaningful to the student. This will improve their sense of mastery and competence.
  44. Provide several ways for students to draw their own learning path.
  45. We already mentioned the importance of creating different types of assignments to provide diverse paths for students to choose from. However, it is important that these paths cover varied types of subjects, catering to different needs and preferences. This will provide a more flexible learning environment, more likely to create the conditions for new behaviors to emerge, thus reaching out to more students and making the gamified experience easier to learn from. This may allow different types of students to achieve similar levels of performance through different routes.
  46. Badges, titles and levels provide social recognition which can be motivating.
  47. Our research brings us towards adaptive gamified learning environments, which can promptly adapt to students with different preferences and needs.