Teaching Gamification

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Presentation to the Gamification Summit, San Francisco, CA, April 18, 2013

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Teaching Gamification

  1. Professor Kevin WerbachDept. of Legal Studies & Business EthicsWharton School, Univ. of Pennsylvaniawerbach@wharton.upenn.eduTwitter: @kwerbGamification Summit, April 2013
  2. •  132 years old•  11 academic departments•  20 research centers•  240 faculty•  $900 million endowment•  92,000 alumni
  3. •  132 years old•  11 academic departments•  20 research centers•  240 faculty•  $900 million endowment•  92,000 alumni•  43 years old•  2 sessions of 1 course•  1 webcam•  140,000 students
  4. https://www.coursera.org/course/gamification
  5. Stats from Session 1 (Fall 2012)•  81,600 registrations–  2/3 non-U.S.; over 150 countries represented–  77% of participants not in school/university•  Massive engagement–  >2,200,000 video views–  19,513 forum posts–  187,028 peer assessments,by 13,088 students–  Student-formed Facebookgroup: 3,468 members–  Hashtag #gamification12:>2,700 tweets
  6. Pedagogical Challenges•  Novelty of MOOCs•  Diverse global students•  Asynchronous and one-way•  Assessing creative work
  7. Pedagogical Challenges•  Novelty of MOOCs•  Diverse global students•  Asynchronous and one-way•  Assessing creative work•  No prior courses on the subject•  WTF is gamification, anyway?
  8. Course Outline•  Week 1: Intro to games and gamification•  Week 2: Anatomy of games•  Week 3: Psychology•  Week 4: Design concepts•  Week 5: Enterprise and social impact applications•  Week 6: Challenges, critiques, and extensions
  9. ENGAGEMENT
  10. NoStinkin’Badges!
  11. Traditional Course Design1   2   3   4   5   6   7  UnitsMidterm Final
  12. OnboardingClimbingRestRestBossFightClimbingClimbingThe Player JourneyScaffoldingLevelUp
  13. Gamification Course DesignOnboard Climb Climb Climb RestBossFightRestQuizQuizFinalMajorProjectQuiz+ProjectQuiz+Project
  14. Student Motivation TypesSource: Richard Bartle
  15. PuzzlesNotice anydifferences?
  16. %  of  Registra4on  %  of  Starters  %  of  Submi:ers  %  of  Writers  0%  10%  20%  30%  40%  50%  60%  70%  80%  90%  100%  61%31%23%  19%  16%  15%  13%  11%   13%52%38%32%26%25%22%18% 21%74%61%50%48%42%35% 40%84%70%80%%  of  Registra4on  %  of  Starters  %  of  Submi:ers  %  of  Writers  ≈81,600registered8,280received certificate2x-4x Typical Completion Rate
  17. MOTIVATIONLEARNING
  18. Behavior GamesMarketing and economics Game design and psychologyIncentives ExperiencesSatisfying needs FunGame elements (inductive) Game thinking (deductive)Status MeaningPBLs PuzzlesRewards ProgressionMaking users do things Making players awesomeWould the Real Gamification Stand Up?
  19. Behavior GamesLifelong learning online Lifelong learning onlineNew pedagogy New pedagogyPersonalization PersonalizationEmpowering active learning Empowering active learningFeedback FeedbackCommon Ground
  20. Prof. Kevin Werbachwerbach@wharton.upenn.eduTwitter: @kwerbthank you!COURSEhttp://wdp.wharton.upenn.edu/books/for-the-win/BOOKhttps://www.coursera.org/course/gamification

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