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Transcript

  • 1. My Sabbatical atHogwarts: InitialExplorations into Meaningful Gamification Scott Nicholson, Syracuse University School of Information Studies Visiting Professor, MIT, Comparative Media Studies
  • 2. Overview •GamingBMIT in Libraries DMIT •Choosing a Path AMIT • New Directions
  • 3. A Request
  • 4. Before MIT
  • 5. Lifelong Gamer
  • 6. Game Design
  • 7. Syracuse in 2001
  • 8. Online education
  • 9. Gaming in Libraries
  • 10. Online Video
  • 11. During MITVisiting Professor, Comparative Media StudiesVisiting Scholar, Singapore-MIT GAMBIT Game LabResident Scholar, Simmons Hall
  • 12. Comparative Media Studies
  • 13. GAMBIT Game Lab
  • 14. Education Arcade
  • 15. Simmons Hall
  • 16. Libraries at MITIndependent Activities PeriodARG Design WorkshopExcellent information infrastructure…
  • 17. Two Paths •Game StudiesGAMBIT •Rec. Game Creation (based in research) Ed •Learning Game Creation •Teachers, ClassroomsArcade
  • 18. 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
  • 19. 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
  • 20. 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
  • 21. 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
  • 22. Addressing Diverse NeedsUniversal Design for Learning (Rose &Meyer) What – Content of Learning How – Methods of demonstrating mastery Why – Paths to internalize content
  • 23. Engaging the UsersPlayer-generated Content“Gaming 2.0”Players set own goals and achievementsDeveloping platform for customization Challenge: Meaningful Customization
  • 24. 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
  • 25. Meaningful Gamification
  • 26. Meaningful Gamification
  • 27. Meaningful Gamification
  • 28. Meaningful Gamification
  • 29. 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!