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Sabbaticalintro

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    Sabbaticalintro Sabbaticalintro Presentation Transcript

    • My Sabbatical atHogwarts: InitialExplorations into Meaningful Gamification Scott Nicholson, Syracuse University School of Information Studies Visiting Professor, MIT, Comparative Media Studies
    • Overview •GamingBMIT in Libraries DMIT •Choosing a Path AMIT • New Directions
    • A Request
    • Before MIT
    • Lifelong Gamer
    • Game Design
    • Syracuse in 2001
    • Online education
    • Gaming in Libraries
    • Online Video
    • During MITVisiting Professor, Comparative Media StudiesVisiting Scholar, Singapore-MIT GAMBIT Game LabResident Scholar, Simmons Hall
    • Comparative Media Studies
    • GAMBIT Game Lab
    • Education Arcade
    • Simmons Hall
    • Libraries at MITIndependent Activities PeriodARG Design WorkshopExcellent information infrastructure…
    • Two Paths •Game StudiesGAMBIT •Rec. Game Creation (based in research) Ed •Learning Game Creation •Teachers, ClassroomsArcade
    • Enter GamificationDefinition : The use of gamedesign elements in non-gamecontexts.Deterding, S. (2011b). Situated motivational affordances of gameelements: A conceptual model. Presented at Gamification: Using GameDesign Elements in Non-Gaming Contexts, a workshop at CHI 2011.Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/09-Deterding.pdf
    • Examples ofGamificationFrequent Flier ProgramsLibrary Summer Reading programGrades!Branded GamificationGamification vs. Pointsification (Robertson, 2010)Robertson, M. (2010). Cant play, wont play. Hide & Seek: Inventing NewKinds of Play. Retrieved from http://www.hideandseek.net/2010/10/06/cant-play-wont-play/Turning to theory
    • MotivationSelf-Determination Theory (Deci& Ryan) – What drives aperson to make a decision without external influenceOrganismic Integration Theory - How a user integratesexternal control into a sense of selfIf there is external control through rewards, then learnerwill incorporate this external controlThis will create negative feelings about the activityGamification based upon controlling external rewards =Short term benefit with long-term causeGamification without external rewards
    • What is Meaningful?Situational Relevance (Schamber) User + Context Challenge of using only one goalSituated Motivational Affordance (Deterding) Organizational context into which activity is placedMeaningful Gamification has to account for different usersand different organizational contexts for non-game activity
    • Addressing Diverse NeedsUniversal Design for Learning (Rose &Meyer) What – Content of Learning How – Methods of demonstrating mastery Why – Paths to internalize content
    • Engaging the UsersPlayer-generated Content“Gaming 2.0”Players set own goals and achievementsDeveloping platform for customization Challenge: Meaningful Customization
    • User at the CenterCompany-Centered Design “Teaching to the Test”Game-Centered DesignUser-Centered DesignMeaningful Gamification: Integration of user-centered game design elements into non-gamecontextsAvoid External Rewards
    • Meaningful Gamification
    • Meaningful Gamification
    • Meaningful Gamification
    • Meaningful Gamification
    • After MITBook on Meaningful GamificationNew course areasLibrary Applications Alternate Reality Games Information Literacy and Searching Tools Crossed Paths - http://tinyurl.com/crossedpathsTime for you to think about Gamification!