Gamification and Online Education

10,821 views
10,325 views

Published on

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

0 Comments
14 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
10,821
On SlideShare
0
From Embeds
0
Number of Embeds
1,919
Actions
Shares
0
Downloads
232
Comments
0
Likes
14
Embeds 0
No embeds

No notes for slide

Gamification and Online Education

  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

×