gametize
Prepared by: Erika Tuason, Business Development Director
business@gametize.com
A Case Study on Gamification & Lear...
Leadership and Team Building (LTB) is a
core module offered as part of the
business program in the Singapore
Management Uni...
Games were segregated according to
LTB classes, students will only see their
designated classes, while
administrators can ...
New quests unlocked weekly
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
A series of simple
challenges, from photos,
quizzes, and videos
prompted students to
reflect on and apply what
they have le...
Challenges within each Quest
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
An activity feed
...
Students can also log their in-class participation for points here
Class Participation Quest
A Case Study on Gamification ...
Gamification
was also used to
collect student
feedback on the
GameLead
experience
Gathering Feedback and Sentiments
A Case ...
Gathering Feedback and Sentiments
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
We were able...
Gathering Feedback and Sentiments
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
We also disc...
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
GameLead: The Results
GameLead empowered students
Game structure and content of app was designed by four Teaching Assistants
(TAs) who were prev...
The emphasis on visuals boosted engagement
Students felt that content introduced through videos was interactive, interesti...
A baseline on engagement was not properly established
There wasn’t a control group established, This made it difficult for u...
Extrinsic Rewards vs Intrinsic Rewards
In one of the classes (G1), the students were explicitly informed using GameLead (o...
Verdict and Results
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
Focus on the problem, objective, and data
At a glance, it is easy to dismiss due to a handful negative reviews. However,
G...
Appendix: Feedback Data
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Table 1.1 : Poll questions
Appendix: Feedback Data
A Case Study on Gamification and Learning All Rights Reserved. Gametize...
Table 1.2 : Poll questions
Appendix: Feedback Data
A Case Study on Gamification and Learning All Rights Reserved. Gametize...
Open-ended question (1):
“What did you find (or not find) most engaging
about the app in helping you learn about
leadership ...
Table 2.1 : Group 1 responses to open-ended question (1)
!
Appendix: Feedback Data
A Case Study on Gamification and Learni...
Table 2.2 :
Group 2
responses to
open-ended
question (1)
!
!
Appendix: Feedback Data
A Case Study on Gamification and Lear...
Table 2.3 : Group 3
responses to open-
ended question (1)
!
Appendix: Feedback Data
A Case Study on Gamification and Learn...
Table 2.4 : Group 4 responses to open-ended question (1)
!
Appendix: Feedback Data
A Case Study on Gamification and Learni...
Open-ended question (2):
“What did you find (or not find) useful about
the app in helping you learn about LTB?”
Appendix: Fe...
Table 3.1 : Group 1 responses to open-ended question (2) !
Appendix: Feedback Data
A Case Study on Gamification and Learni...
Table 3.2 : Group 2 responses to open-ended question (2)
Appendix: Feedback Data
A Case Study on Gamification and Learning...
Table 3.3 : Group 3 responses to open-ended question (2)
!
Appendix: Feedback Data
A Case Study on Gamification and Learni...
Table 3.3.1 : Group 3 responses to open-ended question (2)
!
Appendix: Feedback Data
A Case Study on Gamification and Lear...
Table 3.4 : Group 4 responses to open-ended question (2)
!
Appendix: Feedback Data
A Case Study on Gamification and Learni...
Open-ended question (3):
“Do you have any other feedback for us?
Share it here!”
Appendix: Feedback Data
A Case Study on G...
Table 4.1 : Group 1
responses to open-
ended question (3)
Appendix: Feedback Data
A Case Study on Gamification and Learnin...
Table 4.2 : Group 2
responses to open-
ended question (3)
!
Appendix: Feedback Data
A Case Study on Gamification and Learn...
Table 4.3 : Group
3 responses to
open-ended
question (3)
Appendix: Feedback Data
A Case Study on Gamification and Learning...
Table 4.3.1 : Group 3 responses to open-ended question (3)
!
Appendix: Feedback Data
A Case Study on Gamification and Lear...
Table 4.4 : Group 4 responses to open-ended question (3)
!
Appendix: Feedback Data
A Case Study on Gamification and Learni...
Graph 1.1 : Student submissions over 9 weeks
!
Appendix: Feedback Data
A Case Study on Gamification and Learning All Right...
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A case study of gamification in learning: GameLead, powered by Gametize

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GameLead is a pilot gamification initiative for a core module in Singapore Management University, under Leadership and Team Building, designed by four teaching assistants and facilitated by Prof Rani Tan. Overall, it was a great success, with encouraging numbers to show for.

The app is powered by Gametize, the world's simplest gamification platform.

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  • Collaborative learning environment Simplicity of UX: clear instructions
  • A case study of gamification in learning: GameLead, powered by Gametize

    1. 1. gametize Prepared by: Erika Tuason, Business Development Director business@gametize.com A Case Study on Gamification & Learning GameLead
    2. 2. Leadership and Team Building (LTB) is a core module offered as part of the business program in the Singapore Management University (SMU). To solve the problem of engagement in LTB beyond the classroom, the Gametize platform to produce GameLead, a gamified experience to make learning much more engaging, exciting and easy for 177 students in a pilot run.   GameLead was made available on both web and mobile to be played by students wherever, whenever! Overview A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    3. 3. Games were segregated according to LTB classes, students will only see their designated classes, while administrators can access all 4 games. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com A Game for Each Class
    4. 4. New quests unlocked weekly A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    5. 5. A series of simple challenges, from photos, quizzes, and videos prompted students to reflect on and apply what they have learnt in class Challenges within each Quest A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    6. 6. Challenges within each Quest A Case Study on Gamification and Learning All Rights Reserved. Gametize.com An activity feed enabled students to view submissions by other classmates and vote, which increase the points of the submission
    7. 7. Students can also log their in-class participation for points here Class Participation Quest A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    8. 8. Gamification was also used to collect student feedback on the GameLead experience Gathering Feedback and Sentiments A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    9. 9. Gathering Feedback and Sentiments A Case Study on Gamification and Learning All Rights Reserved. Gametize.com We were able to extract sentiments that help us understand our users’ pain in using GameLead, some of which are negative
    10. 10. Gathering Feedback and Sentiments A Case Study on Gamification and Learning All Rights Reserved. Gametize.com We also discovered what the students enjoyed about GameLead that can help with future executions
    11. 11. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com GameLead: The Results
    12. 12. GameLead empowered students Game structure and content of app was designed by four Teaching Assistants (TAs) who were previously students of the same course, and were currently still enrolled in SMU. While facilitated by Professor Rani Tan, the TAs are able to design the gamified experience that truly appeals. Students were given the option not to participate, and were assured this was not mandatory. They are also not given any deadlines to complete the quests. Students could also affect the scores of others by voting on their peers’ answers. ! Classroom integration created an immersive experience The students recorded their in-class participation via one of the quests, and this encouraged them to look at other quests. Activities such as group discussions and photo challenges with group mates were introduced to bolster social interactions. A TA was actively involved in the promotion of the app during class. Supplementary content, such as videos, were provided in the weekly quests as bonus to help students learn better. ! What Worked? A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    13. 13. The emphasis on visuals boosted engagement Students felt that content introduced through videos was interactive, interesting, and relevant to the theories learnt in class. They also enjoyed offline activities such as photo challenges ! Game elements: Progression, Competition and Rewards For some, the earning of points and progression indicators acted as a strong motivators to complete the challenges. The top groups were rewarded with options to choose prime presentation slots to avoid clashing with their other school commitments. App features facilitated a collaborative learning environment The commenting and newsfeed features allowed students to understand key points from different perspectives, enriching their learning experience. GameLead also allowed students to refer back to answers at a later time for deeper reflection, and to review learning points. ! What Worked? A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    14. 14. A baseline on engagement was not properly established There wasn’t a control group established, This made it difficult for us to truly determine changes in student engagement levels. The profile of the audience also differ group to group, making it difficult to predict and mould the game towards their behaviors. !Mixed responses on game mechanics and elements Some students resulted in the fatalistic behavior of not completing the game, upon seeing that they weren’t at the top of the leaderboard (fatalist effect). The top prize of choosing group presentation slots was not a strong motivator for some. For some, GameLead still felt like “additional homework”. Mobile app was not optimal platform for access Use and access of GameLead on mobile was lower than expected. Students still preferred completing challenges through their desktop (using the web version). This undermined the ease of accessibility of GameLead through mobile. What did not work? A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    15. 15. Extrinsic Rewards vs Intrinsic Rewards In one of the classes (G1), the students were explicitly informed using GameLead (or not using it) will not deliver bonus marks/penalty to their grades (other than logging class participations), while in another class (G3), the TA left the answer dubious deliberately. G3 has the highest challenge completions, compared to G1’s lower activities. G3’s TA was also actively encouraging using GameLead. As the data had shown, both classes later have similar positive sentiments on the overall experience. Extrinsic motivations are still critical to getting users to onboard, while the experience must be designed well enough to deliver intrinsic motivations later on. The Value of Stories and Entertainment There was an expectation of a real game, partly due to the title of the app. Students were expecting a much more complex and entertaining gameplay. In the next run of GameLead, we will deliver a better designed storyline and more game elements, e.g. collecting virtual weapons to fight off zombies. Lessons and Takeaways A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    16. 16. Verdict and Results A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    17. 17. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com Verdict: Successfully Gametized
    18. 18. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com Verdict: Successfully Gametized
    19. 19. A Case Study on Gamification and Learning All Rights Reserved. Gametize.com Verdict: Successfully Gametized
    20. 20. Focus on the problem, objective, and data At a glance, it is easy to dismiss due to a handful negative reviews. However, GameLead was designed to solve the problem of engaging students beyond the classroom, and the objective was to provide a seamless and engaging experience through gamification. The success should then be measured based on the overall data in relation to these questions, in this case, showing GameLead’s effectiveness. Iterative Development and Improvement Gamification in education is a fairly new concept, especially with the use of digital technologies. An iterative approach to improving GameLead based on the data is key to its continued success. The unfavorable sentiments, though not necessary relevant, (e.g. minority users do not want to be engaged outside of classroom) should be reviewed and considered. Conclusion A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    21. 21. Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    22. 22. Table 1.1 : Poll questions Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    23. 23. Table 1.2 : Poll questions Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    24. 24. Open-ended question (1): “What did you find (or not find) most engaging about the app in helping you learn about leadership and team-building?” Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    25. 25. Table 2.1 : Group 1 responses to open-ended question (1) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    26. 26. Table 2.2 : Group 2 responses to open-ended question (1) ! ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    27. 27. Table 2.3 : Group 3 responses to open- ended question (1) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    28. 28. Table 2.4 : Group 4 responses to open-ended question (1) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    29. 29. Open-ended question (2): “What did you find (or not find) useful about the app in helping you learn about LTB?” Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    30. 30. Table 3.1 : Group 1 responses to open-ended question (2) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    31. 31. Table 3.2 : Group 2 responses to open-ended question (2) Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    32. 32. Table 3.3 : Group 3 responses to open-ended question (2) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    33. 33. Table 3.3.1 : Group 3 responses to open-ended question (2) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    34. 34. Table 3.4 : Group 4 responses to open-ended question (2) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    35. 35. Open-ended question (3): “Do you have any other feedback for us? Share it here!” Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    36. 36. Table 4.1 : Group 1 responses to open- ended question (3) Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    37. 37. Table 4.2 : Group 2 responses to open- ended question (3) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    38. 38. Table 4.3 : Group 3 responses to open-ended question (3) Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    39. 39. Table 4.3.1 : Group 3 responses to open-ended question (3) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    40. 40. Table 4.4 : Group 4 responses to open-ended question (3) ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
    41. 41. Graph 1.1 : Student submissions over 9 weeks ! Appendix: Feedback Data A Case Study on Gamification and Learning All Rights Reserved. Gametize.com

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