Gamification and Online Education
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Implications of gamification for online education. A talk presented to the Speakers@Coursera series, July 2012.

Implications of gamification for online education. A talk presented to the Speakers@Coursera series, July 2012.

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Gamification and Online Education Presentation Transcript

  • 1. GAMIFICATION AND ONLINE EDUCATION Prof. Kevin Werbach werbach@wharton.upenn.edu / @kwerb Coursera, July 2012KNOWLEDGE FOR ACTION
  • 2. 1 billion downloaders can’t be wrong! KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 3. …or 100,000 MOOCers!KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 4. The Mass Medium of the 21st Century 97% of U.S. kids 12-17 play videogames (Pew 2008)   KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 5. We’re All Gamers Now•  Average videogame player is 30 years old•  47% percent of videogame players are women•  China is the world’s largest online games market•  44% of US/UK adults played a mobile game in the last month KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 6. can welearn fromgamesto help with KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 7. School is Already a Game… a Bad One•  Not so much fun (for many)•  Unclear win states•  Back-loaded feedback•  Poorly balanced•  Misalignment of faculty and student players KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 8. Gamification is… The use of game elements and game design techniques in non-game contexts. KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 9. KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 10. Points Resource Levels Collection Progression Quests Avatars Social Graph KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 11. Progression Levels Points Rewards QuestsAvatars Social Graph Badges KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 12. In EducationFourSquare.edu?Grading upChoose your ownadventure (quests)ContinuousfeedbackGame frames KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 13. Would the Real Gamification Stand Up? Behavior Games KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 14. Behavior GamesMarketing and economics Game design and psychologyIncentives ExperiencesSatisfying needs FunGame elements (inductive) Game thinking (deductive)Status MeaningPBLs PuzzlesRewards ProgressionMaking users do things Making players awesome KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 15. Applied to Education Behavior Games Scoring systems Narratives Credentials Mastery Motivating students Experimentation Engagement Growth Presentation MOOCs Connectivist MOOCs KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 16. Common Ground Behavior Games New pedagogy New pedagogy Personalization Personalization Empowering peer learning Empowering peer learning Feedback Feedback Analytics Analytics KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 17. Online Challenges/Opportunities•  Return of voluntariness = importance of onboarding•  Lack of interactivity puts a premium on engagement•  Large class sizes = >variability of students•  The player journey, within and across courses•  Collaboration outside time/space constraints•  Data, data, data KNOWLEDGE FOR ACTION Gamification / Prof. Kevin Werbach
  • 18. What’s Needed•  Edu gamification in a box•  Badge ecosystems•  Collected stories and best practices KNOWLEDGE FOR ACTION Gamification / Prof. Kevin Werbach
  • 19. Notice any Differences? KNOWLEDGE FOR ACTION Gamification / Prof. Kevin Werbach
  • 20. thank you! Prof. Kevin Werbachwerbach@wharton.upenn.edu Twitter: @kwerb By Kevin Werbach & Dan Hunter Wharton Digital Press (Fall 2012) https://www.coursera.org/course/ http://gamifyforthewin.com gamification KNOWLEDGE FOR ACTION