Pre-Workshop Discussion
What isthe last game you played? Can be a
boardgame, Switch, PS5, mobile…
Share it with the person next to you.
Tell them why you enjoy playing the game and
what drove you to keep playing.
Workshop Goals
● Comparegamification and games-
based learning.
● Understand how to use the different
elements of gamification.
● Understand the different player
archetypes.
13.
What is gamification?
Theaddition of game elements or mechanics
to an experience to increase engagement or
enjoyment…
…with the goal of changing
human behaviour
14.
What is itnot?
● Playing video games in the
classroom
● eSports
● Games-based learning/Serious
games*
19.
Gamification in 2024
●Most commonly used in marketing - tool to
influence customer behavior
● Vast majority of research is on corporate
gamification or gamification in higher education
settings (particularly in STEM fields)
○ Mixed results
● Greater effect size on primary and tertiary
compared to secondary
● Greatest effect size in science
20.
Let’s get theoretical
Wewill be looking at gamification/games-based
learning through two lenses.
How do game elements affect motivation?
How do game elements affect
outcomes/understanding?
Questions to Ask
1.Is
intrinsic
motivatio
n
relevant?
2. Are the
students
already
motivated
and
engaged?
3. Will it help
students build
skills that will
be helpful for
more
complex/motiv
ating tasks?
The Solution
1. Manypast visitors have removed the petrified wood from
the park, destroying the natural state of the Petrified
Forest.
(Alongside picture of past visitors taking pieces of
wood)
2. Please don’t remove the petrified wood from the park, in
order to preserve the natural state of the Petrified Forest.
(Alongside picture of lone visitor stealing a piece of
wood with a red diagonal line through the picture)
3. No sign.
3
%
8%
1.67%
32.
Competition vs Collaboration
●Collaborative competition may be beneficial ie
competing in teams
● More beneficial than competition alone -> social
pressure and reduces participation
● Competition alone can, however, increase
enjoyment and situational interest
● Varies for different learners
○ Prior knowledge
○ Player personality
34.
Narratives
● Almost nodownsides to narratives/storytelling
● Human-like game character particularly leads to positive
emotions
○ Enhances ownership and possession
■ The more players feel like they have customised
or made things their own the more committed
they are to the game
● Benefits to motivation
● Only caveat: may increase cognitive load
● Suggestion: Don’t use it to teach new content
○ Works better as formative testing
38.
Feedback
To motivate:
Feedback shouldtell students about their progress as
opposed to feedback that just indicates success and
failure.
Frequency:
- Support only when necessary
- Too frequent disrupts game play
- Too few, students get stuck
The Player Archetypes
Explorer
Arecurious and want
to explore the game
world
Socialiser
Want to work with
others. Are there for
the social aspects of
games
Achiever
Want to finish on top
and develop mastery
Killer
Want to defeat others
or make others lose
43.
How do weincorporate it in our
classroom?
● Start small
○ Gamify one lesson by incorporating
one element of gamification
○ Stories and narratives are a good
place to start
○ Use Chat-GPT to help generate ideas
44.
How do weincorporate it in our
classroom?
● Use existing resources
○ Kahoot and Blooket
● Google forms/quizzes
● Use stories to contextualise practicals
● Turn formative tests into “boss battles”
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CREDITS: This presentation template was created by
Slidesgo, including icons by Flaticon, and infographics &
images by Freepik