20. Gold Stars
The single worst way of
motivating learning
+
frontal teaching
The single worst
instructional method
21. peter f. drucker
»There is surely nothing quite so
useless as doing with great
efficiency what should not be
done at all.«
what executives should remember (2006)
42. (if you want to know more)
• Conceptual development of
requirements from literature
• Review of existing methods
against requirements
• Iterative design-based
development and evaluation of
method through 19 projects &
workshops with teams of 2-6
(n=335)
43. guiding questions
1. What are the motivating experiences
characteristic for gameplay?
2. What game structures afford these experiences?
3. How can we integrate this into design methods
for learning?
44. raph koster
»Fun is just another
word for learning.«
a theory of fun for game design (2004)
#1
45. raph koster
»Fun from games arises out of mastery.
It arises out of comprehension. It is the
act of solving puzzles that makes
games fun.«
a theory of fun for game design (2004)
46.
47.
48. edward deci, richard ryan
»An understanding of human
motivation requires a consideration
of innate psychological needs for
competence, autonomy, and
relatedness.«
the what and why of goal pursuit (2000)
55. intrinsic integration: core challenge = to be learned skill
Habgood & Ainsworth 2011, Echeverría et al. 2012
56.
57. Mihaly Csikszentmihalyi
»Mowing the lawn or waiting in a dentist’s
office can become enjoyable provided one
restructures the activity by providing goals,
rules, and the other elements of enjoyment
to be reviewed below.«
flow (1990: 51)
#2
69. http://www.flickr.com/photos/mike52ad/4675696269
Goals: Little choice in what to do when and how,
little connection to personal needs
Challenge: Demonstrating proficiency, not inviting
exploratory trial and error
Feedback: Often controlling, highly serious
consequences
autonomy?
76. Margaret robertson
»Gamification is an inadvertent con. It
tricks people into believing that there’s
a simple way to imbue their thing ...
with the psychological, emotional and
social power of a great game.«
can’t play, won’t play (2010)
#3
79. Games are not fun
because they are games, but
when they are well-designed.
80. Rainer Knizia
»The life blood of game design is testing. ...
Why are we playing games? Because it‘s
fun. You cannot calculate this. You cannot
test this out in an abstract manner. You
have to play it.«
shift run stop, episode 40 (2010)
How?
83. Deterding et al. 2011
TO DESIGN FOR GAMEFUL EXPERIENCES …
gameful design
Re-structuring activity
to afford intrinsic
motivation, using
game design as a lens