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Gamification: From Gove to Gomorrah

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Slides from a talk give at Coventry University. January 2012

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Gamification: From Gove to Gomorrah

  1. 1. Richard Vahrman
  2. 2. Gamification: from Gove to Gomorrah
  3. 3. Truth about Gamification• Computer games are fun• Things within games that make them sticky• These are the game mechanics – levels, scores, achievements, badges• Things in life are boring / not compelling• Make them interesting by adding game mechanics• Welcome to the world of gamification
  4. 4. Badges
  5. 5. Game Mechanics• Challenges: Defined missions to complete or goals to accomplish, with awards or virtual items earned upon completion.• Points: Basic virtual currency. Points can be spent on virtual items or simply accrued.• Avatar System: When people create something it’s uniquely theirs and it expresses their individuality, which reinforces their connection to the app or service. Avatars are the most basic mechanism for doing this… and are a virtual good that can be acquired with points or currency.• Avatar Catalogs: Enable a user to buy virtual goods and customize an avatar.• Trophy Case: Show a user all the available awards, the ones that they’ve completed, and their progress.• Levels: Enables users to earn defined experience or level status and attain rankings to demonstrate their status within the community.• Leaderboards: Enables the app or site to keep track of, and publicize, the activities of end users based on statistics determined by app.• Canvas: Enables users to place graphical assets in a 2D space and customize a virtual representation or space, such as an avatar, or virtual room.• Groups: People like being part of something bigger than just themselves, and competing with small groups of individuals or as teams. Group activities compliment individual activities and can be used in combination in order to achieve new level status.
  6. 6. More Game Mechanics• Competitions: A way to allow users to compete against each other, and mini-challenges that users can create and send to each other.• Gifting: Enable users to buy each other gifts for their avatars, digital canvas (virtual spaces).• Trivia: Embed a multiple-choice game widget into a site, and spin up new games on any topic you like. Slideshows are another example, increases clicks and drives simple engagement with content submitted by users.• Friends: Encourage selective participation and promote. Friends have denote strong and weak connections to other users on the system, inform group participation, and provide audience for user submitted contests and challenges.• Social Network Connectors: Enables users to enable/disable posting to, for example, Twitter and Facebook from your site, and displays “missions” for users to complete on respective social networks.• Star Rating: Enables users to rate pieces of content and see the average rating by other users.• Comments: A comment wall on your User’s profile pages. Asynchronous communication gives users additional reasons to check back to see how the conversation is evolving.• News Feed: Enables a continuous feed of the actions of various end users.• Notifier: Provides feedback and notifications to end users, such as to alert users to points that can be earned or, challenges that can be undertaken, or site features that should be investigated.
  7. 7. Life was full of …• … Life mechanics• Computer games came along and applied them• The shame is we never called this “lification”
  8. 8. Because if we had…… we would now begetting excited aboutapplying lification toer, life
  9. 9. Being unfair to Computer Games• Novelty• Variety• In control• Chance to make mistakes• Chance to do better• Measure progress• Doing things you can’t/won’t do in life
  10. 10. Gangs, Gongs and Government: Gamification and Democracy
  11. 11. Kitchens
  12. 12. Education
  13. 13. A Little Background
  14. 14. Games and particularly the Treasure Hunt
  15. 15. Lullingstone and some luck
  16. 16. Time Team
  17. 17. Story 1 – Metal Detectors
  18. 18. Story 2 - GeoFizz
  19. 19. Story 3 – the Dig
  20. 20. Story 4 – Finding the Plot
  21. 21. Story 5 – Hey Presto
  22. 22. Story in Reverse - 1
  23. 23. Reverse 2 – Create the Bits
  24. 24. Reverse 3 – Create the GeoFizz
  25. 25. Reverse 4 – Working with Maps
  26. 26. Clip from Invisible Buildings http://www.youtube.com/watch?v=8U7L0YKi-bc
  27. 27. Dinosaurs
  28. 28. Work Experience
  29. 29. Discovery
  30. 30. Orienteering
  31. 31. Defusing
  32. 32. Defragmentation
  33. 33. Narrative
  34. 34. The Trailerhttp://www.locomatrix.com/wordpress/?p=217
  35. 35. Work Experience
  36. 36. Current• Using smartphones in the classroom.• Teachmeet 2012• Mobile games competition• Cherokee Nation exchange• Smartphone repository• Learning programming• Richard’s Taking the Tablets TourProposed• Quad blogging• Free school• Raspberry PiCompleted• Teachmeet September 2011
  37. 37. Taking The Tablets Tour
  38. 38. Self Managed Learning College
  39. 39. Education: the Early Days
  40. 40. Education: Now
  41. 41. Gamification of Education
  42. 42. Gove and what he said• ICT out – Computer Programming in• He said it because he had to• Curriculum designed by experts• Cf Curriculum of the BCA• Wikification
  43. 43. How we learnt computing before
  44. 44. Yamaha DX7One of the most popular digital synths ever was the DX7 from Yamaha,released in 1983. It featured a whole new type of synthesis called FM(Frequency Modulation). It certainly is not analog and it is difficult toprogram but can result in some excellent sounds! It is difficult because itis non-analog and thus, a whole new set of parameters are available fortweaking, many of which seemed counter-intuitive and unfamiliar. Andprogramming had to be accomplished via membrane buttons, one dataslider and a small LCD screen
  45. 45. Now there’s no time to program
  46. 46. In a Flash
  47. 47. Google Search: as3 camera tutorial
  48. 48. Scratch
  49. 49. Arduino

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