Sabbaticalintro

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Sabbaticalintro

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

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