#BbTLC18 @malcolmmurray #gamification
Extending the Breadth & Depth of
Interaction Using Gamification
Dr Malcolm Murray
Photo by Robert Collins on Unsplash
https://unsplash.com/photos/tvc5imO5pXk#BbTLC18 @malcolmmurray #gamification
© Durham University 2018
#BbTLC18 @malcolmmurray #gamification
Thanks to
1
2017-2018 CATALYST AWARD2017 Enhancing the Student
Learning Experience Award
Dr Sam Nolan, Candace Nolan-Grant & Jacqueline Scollen
#BbTLC18 @malcolmmurray #gamification 2
#BbTLC18 @malcolmmurray #gamification 3
#BbTLC18 @malcolmmurray #gamification 4Photo by Igor Ovsyannykov on Unsplash
https://unsplash.com/photos/Re_Xug6a68w
Who wants…
1. A definition of Gamification?
2. To know why it was done? (pedagogical/instructional design)
3. To know how it was done? (technical)
4. To know the effect it had on the students?
#BbTLC18 @malcolmmurray #gamification 5Photo by Romain Vignes on Unsplash
https://unsplash.com/photos/ywqa9IZB-dU
1. A definition of Gamification
#BbTLC18 @malcolmmurray #gamification 6Photo by Shirly Niv Marton on Unsplash
https://unsplash.com/photos/EvGwPnK6apM
Using game-based mechanics,
aesthetics and game-thinking to
engage people, motivate action,
promote learning and solve problems
Karl Kapp (2012)
Gamification
#BbTLC18 @malcolmmurray #gamification
Octalysis
7
Meaning
Accomplishment
Empowerment
Ownership Social Influence
Scarcity Unpredictability
Avoidance
http://www.yukaichou.com/octalysis-tool/
#BbTLC18 @malcolmmurray #gamification 8http://www.yukaichou.com/octalysis-tool/
White Hat
Positives
Black Hat
Negatives
Left Brain
logic,
calculations
& ownership
Right Brain
creativity,
self-expression
& social influence
#BbTLC18 @malcolmmurray #gamification 9
Right Brain
http://www.yukaichou.com/octalysis-tool/
Black Hat
#BbTLC18 @malcolmmurray #gamification 10http://www.yukaichou.com/octalysis-tool/
#BbTLC18 @malcolmmurray #gamification 11http://www.yukaichou.com/octalysis-tool/
#BbTLC18 @malcolmmurray #gamification 12Photo by Matthew Henry on Unsplash
https://unsplash.com/photos/fPxOowbR6ls
2. The Underlying Pedagogy & Design
#BbTLC18 @malcolmmurray #gamification
The smash & grab approach to education
Photo by Kelly Sikkema on Unsplash
https://unsplash.com/photos/PMxoh8zJNb0
13
#BbTLC18 @malcolmmurray #gamification Photo by Zach Rowlandson on Unsplash
https://unsplash.com/photos/UZQiL64jrDM
14
#BbTLC18 @malcolmmurray #gamification 15
Mean Number of Pages Viewed per Session
7.3
9.6
7.9 7.6
8.0
7.4 7.2 7.3 7.3
5.7
6.1
6.7
SEP OCT NOV DEC JAN FEB MAR APR MAY JUN JUL AUG
#BbTLC18 @malcolmmurray #gamification 16
(Mean Number of Pages Viewed per Session) - 3
4.3
6.6
4.9 4.6
5.0
4.4 4.2 4.3 4.3
2.7
3.1
3.7
SEP OCT NOV DEC JAN FEB MAR APR MAY JUN JUL AUG
#BbTLC18 @malcolmmurray #gamification 17
#BbTLC18 @malcolmmurray #gamification 18
#BbTLC18 @malcolmmurray #gamification 19
#BbTLC18 @malcolmmurray #gamification 20
Iconography
SECTION TITLE
ACTIVITY1 NAME
SECTION TITLE
ACTIVITY2 NAME15
SECTION TITLE
ACTIVITY3 NAME 20
0
POINTS
15
#BbTLC18 @malcolmmurray #gamification 21
SECTION TITLE
ACTIVITY1 NAME
SECTION TITLE
ACTIVITY2 NAME 15
SECTION TITLE
ACTIVITY3 NAME
15
POINTS
20
#BbTLC18 @malcolmmurray #gamification 22
SECTION TITLE
ACTIVITY1 NAME
SECTION TITLE
ACTIVITY2 NAME
SECTION TITLE
ACTIVITY3 NAME 20
30
POINTS
#BbTLC18 @malcolmmurray #gamification 23
Repeating with Content Displayed…
COMMUNITY
SETTLING IN
COMMUNITY
YOUR DEPT15
COMMUNITY
SUPPORT 20
0
POINTS
15
#BbTLC18 @malcolmmurray #gamification 24
#BbTLC18 @malcolmmurray #gamification 25
#BbTLC18 @malcolmmurray #gamification 26
#BbTLC18 @malcolmmurray #gamification 27
COMMUNITY
SETTLING IN
COMMUNITY
YOUR DEPT 15
COMMUNITY
SUPPORT 20
15
POINTS
#BbTLC18 @malcolmmurray #gamification 28
#BbTLC18 @malcolmmurray #gamification 29
#BbTLC18 @malcolmmurray #gamification 30
#BbTLC18 @malcolmmurray #gamification 31Photo by Tim Mossholder on Unsplash
https://unsplash.com/photos/OwBRQ0bykX8
3. The Underlying Technology
#BbTLC18 @malcolmmurray #gamification 32
Skin existing
Blackboard
content
using a
custom
course tool
ç
ç
This becomes
the Course
Entry Point
#BbTLC18 @malcolmmurray #gamification 33
#BbTLC18 @malcolmmurray #gamification 34
#BbTLC18 @malcolmmurray #gamification 35
#BbTLC18 @malcolmmurray #gamification 36
#BbTLC18 @malcolmmurray #gamification
UPDATE
POINTS
No
MARK AS
REVIEWED
UPDATE
POINTS
No
37
IS ITEM
GRADED?
DISPLAY
CONTENT
ALREADY
ACCESSED?
Yes
DISPLAY
PAGE
WITH
LINK TO
CONTENT
Yes
Yes
ALREADY
MARKED AS
REVIEWED?
No
#BbTLC18 @malcolmmurray #gamification 38Photo by Robert Collins on Unsplash
https://unsplash.com/photos/tvc5imO5pXk
4. The Effect upon the Learners
#BbTLC18 @malcolmmurray #gamification 39Photo by Chuttersnap on Unsplash
https://unsplash.com/photos/UmncJq4KPcA
Gamified vs Control Course
#BbTLC18 @malcolmmurray #gamification 40
#BbTLC18 @malcolmmurray #gamification 41Photo by WhereLugo on Unsplash
https://unsplash.com/photos/Y2xG2-tGQGg
#BbTLC18 @malcolmmurray #gamification 42Photo by Patrick Tomasso on Unsplash
https://unsplash.com/photos/Oaqk7qqNh_c
#BbTLC18 @malcolmmurray #gamification 43Photo by Jeremy Yap on Unsplash
https://unsplash.com/photos/J39X2xX_8CQ
695
552
193 259
331 309
90 44
COMMUNITY WORKING COMMUNICATION CAREER
Gamified
Control
Number of Times a Video was Played
#BbTLC18 @malcolmmurray #gamification 44Photo by Nathaniel Tetteh on Unsplash
https://unsplash.com/photos/-4AFJ5yujcE
4.4%
1.7%
Gamified
Control
Discussion Board Postings
#BbTLC18 @malcolmmurray #gamification 45
Ease of Access
0%
38%
27%
69%
Poor
Satisfactor
y
Good
Very Good
0%
0%
67%
33%
Poor
Satisfactory
Good
Very Good
Gamified Control
n = 26 (12%) n = 6 (3%)
#BbTLC18 @malcolmmurray #gamification 46
Quality of Information
0%
8%
19%
73%
Poor
Satisfactor
y
Good
Very Good
0%
0%
50%
50%
Poor
Satisfactory
Good
Very Good
Gamified Control
n = 26 (12%) n = 6 (3%)
#BbTLC18 @malcolmmurray #gamification 47
Range of Information
0%
8%
31%
62%
Poor
Satisfactor
y
Good
Very Good
0%
0%
50%
50%
Poor
Satisfactory
Good
Very Good
Gamified Control
n = 26 (12%) n = 6 (3%)
#BbTLC18 @malcolmmurray #gamification 48
Quality of Activities
0%
23%
35%
42%
Poor
Satisfactory
Good
Very Good
0%
0%
83%
17%
Poor
Satisfactory
Good
Very Good
Gamified Control
n = 26 (12%) n = 6 (3%)
#BbTLC18 @malcolmmurray #gamification 49
Relevance of Videos
4%
4%
27%
62%
Poor
Satisfactor
y
Good
Very Good
0%
0%
67%
33%
Poor
Satisfactory
Good
Very Good
Gamified Control
n = 26 (12%) n = 6 (3%)
#BbTLC18 @malcolmmurray #gamification 50
141
30
(2)
(1)
189
143
115
#BbTLC18 @malcolmmurray #gamification
5 63
51
(2) 73
0 75
85 100
#BbTLC18 @malcolmmurray #gamification 52
#BbTLC18 @malcolmmurray #gamification 53Photo by RawPixel.com on Unsplash
https://unsplash.com/photos/v1VB91uuyaE
219233
123122
Gender
M
F
#BbTLC18 @malcolmmurray #gamification 54Photo by RawPixel.com on Unsplash
https://unsplash.com/photos/v1VB91uuyaE
1
8
1
7
324338
Continuing Student or New to Durham
C
N
#BbTLC18 @malcolmmurray #gamification 55Photo by RawPixel.com on Unsplash
https://unsplash.com/photos/v1VB91uuyaE
116127
Nationality
97120
1520
86
67
#BbTLC18 @malcolmmurray #gamification 56Photo by Robert Collins on Unsplash
https://unsplash.com/photos/tvc5imO5pXk
5. In Conclusion
#BbTLC18 @malcolmmurray #gamification 57http://www.yukaichou.com/octalysis-tool/
Tool designed by Ron Bentata
#BbTLC18 @malcolmmurray #gamification 58Photo by Rosie Kerr on Unsplash
https://unsplash.com/photos/yM9gq8GBEJs
Shown structural gamification works
• Students spend more time on the course
• Students access content more often and for longer
• Students seem more engaged and satisfied
No obvious bias
Positive Points
#BbTLC18 @malcolmmurray #gamification 59Photo by Karl Magnuson on Unsplash
https://unsplash.com/photos/85J99sGggnw
Negative Points
No out the box solution from Blackboard
Requires a bit of coding
Requires a little extra setup
Deriving the analytics is painful
Sustained solution or a short-lived novelty/halo-effect?
#BbTLC18 @malcolmmurray #gamification
Try It…
60
Useful starting points:
http://karlkapp.com
https://www.coursera.org/learn/
gamification
https://www.alt.ac.uk/about-
alt/special-interest-and-
members-groups/playful-
learning
http://yukaichou.com/start-
here/ Photo by Anastasiia Tarasova on Unsplash
https://unsplash.com/photos/qoA_iUXqwFw
#BbTLC18 @malcolmmurray #gamification 61
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Extending the breadth and depth of interaction using gamification

Editor's Notes

  • #3 Funded by grants from HEFCE and Durham University. The individuals named have also helped with parts of this project.
  • #4 Sneak Preview – taking this…
  • #5 … and turning it into this!
  • #6 Tailoring this session to your interests: CLICK – to reveal the 4 questions
  • #8 Many definitions of gamification - this is one I really like. Basically taking parts of a game and using them to motivate and engage people. Range of different approaches - make the whole thing a game - content gamification - game based learning - or structural gamification - build a game around a series of non-gamed components.
  • #9 Eight Core Drives. Map how your tool appeals to each of these.
  • #10 Simply, we can define two axes where we plot the gamified tool. Usually getting a good balance is important. CLICK – black vs white hat CLICK Left brain vs Right brain Don’t get hung up on the labels!
  • #11 Applying this to Facebook we can see a bias towards right brain activity – creativity, self expression, social influence. More black hat (closed groups, etc.)
  • #12 Compared with LinkedIn – which is more left brain (logic calculations and ownership) and white hat Can (and often is) applied to lots of games too from Candy Crush to Farmville – check out the site
  • #13  So far we have focussed just on the Level 1 analysis. Chou goes much deeper and applies this to four phases (discovery onboarding, scaffolding and end-game) and a series of player types (achievers, explorers, socializers, killers) after Bartlett. (not explored further here). Will return to this framework later…
  • #15 In my case I had a particular problem that I was hoping gamification would help ME solve: Try and provide an alternative to the smash’n’grab approach to education https://unsplash.com/photos/PMxoh8zJNb0
  • #16 Possibly a kinder name  But the learning is occurring outside Blackboard. No f2f component to this course.
  • #17 Apr 2017 – Mar 2018 incl. duo.dur.ac.uk. Data gathered via google analytics.
  • #18 CLICK: 1. Portal 2. Home Page 3. Course. Only after this will learning occur.
  • #19 2. INSTRUCTIONAL DESIGN Greeted by name and given instructions on first access… Plus some indication of progress to date
  • #20 On first access a Lightbox is triggered explaining what the course is all about… STRONGLY SCAFFOLDED
  • #21 The iconography – simultaneously highlighting content start points and communicating the course structure
  • #22 The iconography – highlighting start points – especially important if you return later CLICK The purple/pink icons indicate things you can do now… CLICK Solid grey icons indicate things you have already completed CLICK Pale grey icons indicate tasks you have yet to unlock
  • #23 Step 2 – first activity completed, the points are banked and the second activity is now unlocked and highlighted
  • #24 The iconography – highlighting start points – especially important if you return later CLICK The purple/pink icons indicate things you can do now… CLICK Solid grey icons indicate things you have already completed CLICK Pale grey icons indicate tasks you have yet to unlock
  • #25 Exploring the community section CLICK icon highlighted as you click…
  • #26 Standard content displayed in it’s own wrapper – less distractions around – no course menu etc. Breadcrumb bar displayed (remapped to the tool link) Also displays SCORM content, surveys, etc. although requires a custom wrapper – a bit clunky…
  • #27 Videos play as normal. When you are done close the lightbox
  • #28 hit the OK button or breadcrumb trail…
  • #29 Taken back to the tool page, first activity now marked as completed.
  • #30 Exploring the Dashboard in more detail Named greeting Points – record of achievement so far Progress bar – what’s still to do Faculty Scoreboard – community/belonging & competition (but ltd to teams given potential course size) Latest Activity – awareness of others – link to profiles – spur to action!
  • #31 More help if you need it, but not swamping the screen with lengthy instructions – hopefully intuitive. Don’t want to put gamers off
  • #32 Explanations provided, with a bit of pedagogy exposed. Humour used.
  • #33 (A 1963 Chevrolet) Under the hood…
  • #34 This is the one bit of non-standard content, but understand the underlying approach – it is all native Blackboard… CLICK: course entry point
  • #35 Sections are defined by standard Folder items
  • #36 Each item is a standard Blackboard content item CLICK so you can build out the structure using the standard UI tools and content types
  • #37 You can change the names, order, etc. at will via the UI All that is needed to gamify it is to define the starting entry, then assign each child content item points and an icon. Used Font Awesome for the icons.
  • #38 Key is the use of Mark Reviewed and Adaptive Release (based on review status or grade) on all but the top entry in each folder
  • #39 Gotchas – tests, surveys, SCORM content etc. needs displayed as a link opening in a new tab so that after completing you close window, don’t get redirected to the standard content item parent page Points are granted on access, not necessarily on completion/engagement…
  • #40 Relax – code over! So what difference did all this extra scaffolding, gamification and attention to the UI make to how students interacted?
  • #41 We have an educational experiment. We offered our students a choice – they could choose the standard or gamified version of the course. But only 1. We are using structural not content gamification, so we can have confidence we are measuring differences attributable to the gamified UI, not the underlying content. We lost quite a few students at this junction – subject of ongoing research and possibly another talk (to another audience). Enough for know to think of two groups of students working through the materials – CLICK the gamified course vs the control.
  • #42 Usage pattern pretty similar over the period – with perhaps one weekend with more standard early on, then one with more gamified later 930 standard course (n users = 355) vs 948 for the gamified (n = 342)
  • #43 Session Length much deeper than normal, particularly for the gamified version
  • #44 Page Views
  • #45 Number of times a video was played in each section – much more watching on the Gamified course
  • #46 Students were asked to post after Googling their name. An activity that needs reviewed for next year – participation was low (no interaction) 15/342 vs 6/355 students enrolled
  • #47 Results from feedback survey
  • #48 Results from feedback survey
  • #49 Results from feedback survey
  • #50 Results from feedback survey
  • #51 Results from feedback survey
  • #52 Distinct number of users who have accessed these content items at least once (via the Activity Accumulator) 355 Control, 342 Gamified
  • #53 Similar pattern for each area – here we see the picture for the last area 355 Control, 342 Gamified
  • #54 Number of times a user has accessed the content (ranked) CLICK – standard course page CLICK – Standard SCORM content CLICK – all Gamified – 2nd column is SCORM equivalent
  • #55 Demographics – is there some difference between the type of people who chose the gamified versus the control course?
  • #56 Demographics – is there some difference between the type of people who chose the gamified versus the control course?
  • #57 Nationality Codes note shown, long tail – similar pattern for departments, faculty, full-time part-time status, etc.
  • #59 My Building Block – some areas not really developed at all… encouraging white hat not black hat activity. No Group phase or elimination – everyone can win (complete the course)…