1. Professor Kevin Werbach
Dept. of Legal Studies & Business Ethics
Wharton School, Univ. of Pennsylvania
werbach@wharton.upenn.edu
Twitter: @kwerb
2. • 132 years old
• 10 academic
departments
• 20 research centers
• 240 faculty
• $900 million endowment
• 92,000 alumni
3. • 132 years old
• 10 academic
departments
• 20 research centers
• 240 faculty
• $900 million endowment
• 92,000 alumni
• 43 years old
• 2 sessions of 1 course
• 1 webcam
• 147,000 students
7. “From a business perspective, this is
a supply and demand problem in that
the demand for quality education is
not being met by an adequate
supply of learning opportunities.
From a technology perspective, this is
a problem that can now be solved
with software.”
– Peter Levine, Andreessen Horowitz
10/25/12
(explaining $15 million investment in
Udacity)
8. The University Bundle
Teaching and
knowledge
dissemination
Personal
development
Credentialing
and Job
Training
Networking
Research and
scholarship
Public
intellectual
discourse
Educating
future faculty
Community
development
Innovation
(IP, startups, etc.)
9. The Real Story:
Experimentation
• Formats
• Subjects
• Pedagogy
• Assessment (automated, peer-based, etc.)
• Online interactivity and community
• Credit and credentialing mechanisms
• Price points
11. Course Overview
• 6 weeks long
• Introductory survey
– How to apply techniques from digital game design to
business
• Structured as a real course
– 12 units (2/week) of approximately five 7-12 minute
videos
– 4 multiple-choice quizzes (weekly deadlines)
– 3 peer-assessed written assignments (300-1500
words)
– Multiple-choice final exam
12. Stats from Session 1 (Fall
2012)
• 81,600 registrations
– 2/3 non-U.S.; over 150 countries represented
– 77% of participants not in school/university
• Massive engagement
– >2,200,000 video views
– 19,513 forum posts
– 187,028 peer assessments,
by 13,088 students
– Student-formed Facebook
group: 3,468 members
– Hashtag #gamification12:
>2,700 tweets
13. % of Registration
% of Starters
% of Submitters
% of Writers0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
61%
31%
23%
19%
16%
15%
13%
11% 13%
52%
38%
32%
26%
25%
22%
18% 21%
74%
61%
50%
48%
42%
35% 40%
84%
70%
80%
% of Registration
% of Starters
% of Submitters
% of Writers
≈81,600
registered
8,280
Received Statement
of Accomplishment
2x-4x Typical Completion Rate
15. Pedagogical Challenges
• Novelty of MOOCs
• Diverse global
students
• Asynchronous and
one-way
• Assessing creative
work• No prior courses on the
subject
• WTF is
gamification, anyway?
26. Behavior Games
Marketing and
economics
Game design and
psychology
Incentives Experiences
Satisfying needs Fun
Game elements
(inductive)
Game thinking
(deductive)
Status Meaning
Points, Badges,
Leaderboards
Puzzles
Would the Real Gamification Stand
Up?
27. Behavior Games
Lifelong learning online Lifelong learning online
New pedagogy New pedagogy
Personalization Personalization
Empowering active
learning
Empowering active
learning
Feedback Feedback
Common Ground