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Gamification of Learning Design Environments (Workshop)

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Workshop delivered at the 10th Joint European Summer School on Technology Enhanced Learning (JTEL 2014), April 26 - May 3, 2014, in Mellieha, Malta

Workshop delivered at the 10th Joint European Summer School on Technology Enhanced Learning (JTEL 2014), April 26 - May 3, 2014, in Mellieha, Malta

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  • 1. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 1 This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License. Workshop Gamification of Learning Design Environments Michael Derntl, Milos Kravcik, Ralf Klamma RWTH Aachen University, Advanced Community Information Systems (ACIS) Jonathan Chacón, Davinia Hernández-Leo Universitat Pompeu Fabra, Interactive Technologies Group (GTI) 10th Joint European Summer School on Technology Enhanced Learning (JTEL 2014) April 28 – May 2, 2014 Mellieha, Malta This work has been funded with support from the European Commission. This presentation reflects the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.
  • 2. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 2 Workshop Learning Outcomes  Upon completion of this workshop you will be able to – Explain concept and issues of learning design – Reflect on the learning design life cycle and barriers – Explain concept and process of gamification – Apply gamification to a non-game problem context – Present and reflect on your work – Provide constructive feedback to peers
  • 3. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 3 Agenda  Monday – Input on learning design, Integrated Learning Design Environment (ILDE), learning design scenarios – Reflection on personal learning design experiences – Input on gamification, game elements, gamification strategy – Task: Gamify ILDE – Discussion  Thursday – Task: Gamify ILDE, continued – Presentations of gamification concepts – Investments (best concept will be featured on METIS newsletter & GALA website) – Conclusion
  • 4. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 4 LEARNING DESIGN ENVIRONMENTS
  • 5. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 5 The Necessity of Design Author ImplementConceptualize Magic
  • 6. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 6 Learning Design  Structural perspective: – A learning design is a reusable representation (abstraction) of a concrete learning opportunity – It arranges teaching methods, assessment, content and other elements of a learning environment (e.g. tools) – Sometimes also called “unit of learning” (UoL); can refer to a course, a workshop, a lesson, …  Process perspective: – Learning design is the process of creating learning designs; it is performed by the learning designer  Separation of – Design time: abstract description, sometimes machine readable – Run time: instantiation with particular people and tools
  • 7. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 7 Learning Design Ecosystem  Learning design as a discipline is supported by – Frameworks and methodologies to guide the learning designer – e.g. design patterns, BLESS model, ILDE – Representations and languages to describe learning designs both visually and textually – e.g. Course Map, coUML, IMS Learning Design, … – Repositories and services to host, share, co-create learning designs for reuse – e.g. Integrated Learning Design Environment (ILDE), Open ICOPER Content Space (OICS), LAMS Central – Tools implementing one or more of the above, e.g. CompendiumLD, WebCollage, LAMS, OpenGLM, …  for a detailed listing see http://ld-grid.org/resources
  • 8. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 8 Example: Role-Play Represented in OpenGLM  Role play is a dramatized case-study  Idea: Members of a group act out roles surrounding a situation, condition, or circumstance to make different perspectives on the issue visible  (One possible) design representation: Activity sequence: Roles:
  • 9. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 9 Learning Design Cycle
  • 10. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 10 Learning Design Cycle
  • 11. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 11 Task  Reflect on your own learning design practice and the learning design culture at your institution  Example questions to ask: How are you/they designing your courses? Why are you/they doing it this way? What tools are you using? What could be improved? …  Write up your thoughts on the post-it notes; organize your reflections by distinguishing conceptualization, authoring, and implementation  Time: 10 Minutes
  • 12. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 12 Integrated Learning Design Environment (ILDE) https://www.youtube.com/watch?v=yZ4hQudEmDs
  • 13. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 13 ILDE Scenarios (1)  Design Cycle – Analyze context (audience of the design, setting, constraints, pre-requisites, etc.) – Conceptualize macro-designs (learning goals, main activities, etc.) – Author detailed designs (activities, resources, tools) – Reuse existing designs – Implement designs in VLEs  Sharing – Share for (others’) awareness – Share for reuse – Share for co-creation
  • 14. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 14 ILDE Scenarios (2)  Commenting – Document reflections after implementation – Provide formative comments on (other) designs  Exploration – Explore designs to be aware of colleagues’ activities – Explore the reuse history of a design – Explore implementations of designs – Exploring designs from other institutions  Challenges regarding the scenarios: – Scenarios are typically deemed highly desirable – Scenarios are not typically happening at the institutions for various reasons (lack of motivation, time, interest, etc.) – How can we overcome this engagement gap? …
  • 15. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 15 GAMIFICATION
  • 16. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 16 Gamification  Gamification is the use of game design elements in non- game contexts  Objective may vary depending on application context – e.g. in business, politics, social networks, health, … – Typically intends to achieve some change in “user” behavior  Example? Frequent flyer program – Objective in non-game context: increase customer loyalty – Design elements: points, levels, badges, rewards, progression, challenges, etc.  Note: Gamification ≠ Serious Games ≠ Game Based Learning WHOLE PART GAME PLAY (Serious) Games Gameful Design (Gamification) Toys Playful Design (Deterding et al 2011)
  • 17. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 17 Game Elements Pyramid for Gamification Based on Kevin Werbach’s Gamification Course, 2014 Dynamics Big-picture aspects; “grammar” Mechanics Processes that drive action forward; “verbs” Components Specific instantiations of mechanics and dynamics; “nouns” Emotions, Constraints, Narrative, Progression, Relationships, … Challenges, Chance, Competition, Cooperation, Feedback, Resource Acquisition, Rewards, Transactions, Turns, Win States, … Achievements, Avatars, Badges, Boss Fights, Collections, Combat, Content Unlocking, Gifting (Charity), Leaderboards, Levels, Points, Quests, Social Graph, Teams, Virtual Goods, … (See the “Gamification Handout”)
  • 18. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 18 Example: Badges  A badge represents an achievement – e.g. various check-in achievements on Foursquare  Often combined with points (= feedback, win states, progression) and leaderboards (=competition) Mozilla Open Badges – standard to recognize and verify learning Image Source: https://blog.mozilla.org/blog/2013/03/14/open_badges/
  • 19. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 19 Example: Foursquare Leaderboard Achievements Badges Points, Feedback, Resource Acq. Challenge Feedback Collections
  • 20. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 21 Gamification Strategy Werbach’s Gamification Design Framework 1. Define business objectives 2. Delineate target behaviors 3. Describe the players 4. Devise activity loops 5. Don‘t forget the fun 6. Deploy the appropriate tools Based on Kevin Werbach’s Gamification Course, 2014
  • 21. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 22 Gamification Strategy (1) 1. Define the objectives – List and rank objectives – Eliminate means to ends (e.g. collecting badges is a means, not an objective) – Justify objectives 2. Delineate target behaviors – Specific things that you want users to do, e.g. take more weekend flights to Berlin – Success metrics (“win states”) – Analytics for measuring the path towards win states (e.g. DAU/MAU, virality, activity volume) Based on Kevin Werbach’s Gamification Course, 2014
  • 22. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 23 Gamification Strategy (2) 3. Describe the players – Characterize players – Think how they will respond to gamification structures – Example typography (Bartle’s MUD player types [1]) PLAYERS WORLD ACTING INTERACTING Killers Achievers Socializers Explorers Based on Kevin Werbach’s Gamification Course, 2014 [1] Bartle, R. (1996) Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of MUD Research 1(1)
  • 23. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 24 Gamification Strategy (3) 3. Devise activity loops – Engagement loops (individual): Motivation > Action > Feedback > … – Progression loops (overall): Stepwise progression from start (current state) to end (objectives met) – Ideal player journey: challenge and skill level co-evolve Image © Andrzej Marczewski -- http://gamified.co.uk/2012/11/30/flow-and-satisfaction/Based on Kevin Werbach’s Gamification Course, 2014
  • 24. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 25 Gamification Strategy (4)  Don’t forget the fun – Think whether your gamified system involves fun and engaging activities  Deploy appropriate tools – Deploy the appropriate game elements – Check whether the tools are aligned with previous steps Dynamics Big-picture aspects; “grammar” Mechanics Processes that drive action forward; “verbs” Components Specific instantiations of mechanics and dynamics; “nouns” http://youtu.be/SByymar3bds Based on Kevin Werbach’s Gamification Course, 2014
  • 25. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 26 INTERACTIVE EXERCISE
  • 26. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 27 Task: Gamify ILDE  Today: – Get ILDE account at http://ilde.upf.edu – Team up, and appoint team leader – Explore ILDE and select one or more ILDE scenarios to gamify – help: ILDE handouts – Produce gamification concept for ILDE – Use the presented Gamification Strategy – help: Gamification Handout – Create visual mockups based on ILDE GUI – help: ILDE handouts – Create presentation slides for your concept – Pitch the concept – Investment game – Invest your play money in presented concepts – Top concepts get featured on GALA blog and METIS newsletter
  • 27. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 28 Output: Gamification Concept Presentation  Objectives (1 slide) – Which section of ILDE you want to gamify (e.g. user profiles, sharing, resuing, …) – Refer to the relevant ILDE scenario(s) presented before  Target behaviors (1 slide) – What you want the ILDE users to do on the affected ILDE section(s) – If multiple user roles are affected, describe those  Gamification concept (n slides) – Use the pyramid on the handout to identify a set of game elements that help to achieve the defined objectives & target behaviors – Create mockups how the gamified ILDE sections include those game elements
  • 28. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 29 Reminder: ILDE Scenarios  Design Cycle – Analyze context – Conceptualize designs – Author detailed designs – Reuse existing designs – Implement in VLE  Sharing – Share for awareness – Share for reuse – Share for co-creation  Commenting – Document reflections – Provide formative comments  Exploration – Explore designs to be aware – Explore the reuse history – Explore implementations – Exploring other institutions
  • 29. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 30 Reminder: Game Elements Pyramid Dynamics Big-picture aspects; “grammar” Mechanics Processes that drive action forward; “verbs” Components Specific instantiations of mechanics and dynamics; “nouns” Emotions, Constraints, Narrative, Progression, Relationships, … Challenges, Chance, Competition, Cooperation, Feedback, Resource Acquisition, Rewards, Transactions, Turns, Win States, … Achievements, Avatars, Badges, Boss Fights, Collections, Combat, Content Unlocking, Gifting (Charity), Leaderboards, Levels, Points, Quests, Social Graph, Teams, Virtual Goods, … (See the “Gamification Handout”)Based on Kevin Werbach’s Gamification Course, 2014
  • 30. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 31 Help: User Interface Mockups  A mockup is a visual sketch of the user interface  How to create mockups? – Draw with pen on paper, take a picture, include in presentation – Use an online tool, e.g. Balsamiq
  • 31. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 32 Reminder: Some ILDE Pages in Dire Need
  • 32. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 33 Who created, to who can edit, who can view Last modification
  • 33. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 34 Number of revisions Comments How many documents has this LdS Filter by Tool Filter by Tag
  • 34. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 35 Groups of LdShakers
  • 35. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 36 INVESTMENT GAME
  • 36. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 37 Determining the Top Concepts  Each of you gets play money to invest  The workshop chairs also have play money  There is a rich angel investor in the room  Each envelope is the bank account for a gamification concept  Distribute your play money over the envelopes
  • 37. Lehrstuhl Informatik 5 (Information Systems) Prof. Dr. M. Jarke 38 Investment Results These top concepts will be featured on the GALA blog and on METIS news: 1. Maltaplayer raised $3500 2. Zoo raised $3100