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 Facebookgroup: 3,468 members– Hashtag #gamiﬁcation12:>2,700 tweets
Pedagogical Challenges• Novelty of MOOCs• Diverse global students• Asynchronous and one-way• Assessing creative work
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?
Course Outline• Week 1: Intro to games and gamiﬁcation• Week 2: Anatomy of games• Week 3: Psychology• Week 4: Design concepts• Week 5: Enterprise and social impact applications• Week 6: Challenges, critiques, and extensions
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 awesomeWould the Real Gamiﬁcation Stand Up?
Behavior GamesLifelong learning online Lifelong learning onlineNew pedagogy New pedagogyPersonalization PersonalizationEmpowering active learning Empowering active learningFeedback FeedbackCommon Ground
Prof. Kevin Werbachwerbach@wharton.upenn.eduTwitter: @kwerbthank you!COURSEhttp://wdp.wharton.upenn.edu/books/for-the-win/BOOKhttps://www.coursera.org/course/gamiﬁcation
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