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Gamification: Hype or
Useful Teacher Tool?
Deborah Healey
American English Institute/Dept. of Linguistics,
University of Oregon
Kai Liu
Dept. of Linguistics, University of Oregon
sites.google.com/site/gamificationforelteachers/
Agenda
 Brief intro to gamification
 What is it?
 Game mechanics
 Try it yourself – stations; classroom
applications
 Debrief
© 2013 D. Healey, dhealey@uoregon.edu
Games vs. gamification
They’re not the same
© 2013 D. Healey, dhealey@uoregon.edu
Classroom activities
We’ll talk about gamifying these later
 Responding to questions about a 10-minute
video clip
 Memorizing vocabulary for a weekly quiz
 Highlighting the transition words in a reading
 Doing a workbook exercise about the past
tense
 Doing a presentation about a favorite vacation
 Writing a compare/contrast paragraph.
© 2013 D. Healey, dhealey@uoregon.edu
What’s a game?
 A system with rules, some sort of
challenge, feedback of some sort,
interaction, fun, and often with an
emotional response.
(from many authors)
© 2013 D. Healey, dhealey@uoregon.edu
Gamification??
 Gamification is adding elements of
games and gaming to regular activities
that we may not normally think of as
games.
 Business
 Training
 Education
© 2013 D. Healey, dhealey@uoregon.edu
Kapp, 2012: Elements
 Game mechanics –points, levels, and
badges (PBL), scoring, time constraints
 Game thinking – competition,
cooperation, exploration, storytelling
 Aesthetics – a visually or otherwise
interesting environment that creates a
different “feel” to the activity (pp.9-11)
© 2013 D. Healey, dhealey@uoregon.edu
Why do we care?
 Demographics
 Digital natives
 Engagement
 Extrinsic => intrinsic motivation
 It’s our world
© 2013 D. Healey, dhealey@uoregon.edu
Teachers use these
 Cascading Information Theory –
breaking up information into bits
 Curriculum in teaching
 Achievements – where learners have
accomplished something relative to others
 “Achievers” – I’m better than others
 Community Collaboration – working together
to solve a problem or do a task.
 Group work in teaching
 “Socializers”
Images from http://www.gamification.org/wiki/Game_Mechanics
© 2013 D. Healey, dhealey@uoregon.edu
More that we use now
 Points – giving numerical value for
actions
 Grades in teaching
 Loss Aversion – avoiding punishment
 Grading, often
 Behavioral Momentum – the
tendency to keep doing something
 Fun Once, Fun Always – classroom routines
Images from http://www.gamification.org/wiki/Game_Mechanics
© 2013 D. Healey, dhealey@uoregon.edu
What we could add
 Countdown– having only a certain
amount of time to do something
 Homework, tests, activities
 Levels – more points = more rewards
 Start at 0 and add points to grades
 Quests – give activities a larger focus
 Check this later: Penny Arcade video
www.penny-arcade.com/patv/episode/gamifying-education
Images from http://www.gamification.org/wiki/Game_Mechanics
© 2013 D. Healey, dhealey@uoregon.edu
What we could add
 Progression – gradual success,
made visible
 Chart of reading speed, other
 Ownership– control of something
 Publishing, learner choices
Images from http://www.gamification.org/wiki/Game_Mechanics
© 2013 D. Healey, dhealey@uoregon.edu
Try it - stations
Explanation – see the handout
© 2013 D. Healey, dhealey@uoregon.edu
Project/task-based learning
 Blissful productivity – joy in work
 Discovery/Exploration
 “Explorers”
 Epic meaning – doing something big
 Projects outside the classroom, audience
 Quests/Challenges – overcoming
obstacles
 Virality – working with others
Images from http://www.gamification.org/wiki/Game_Mechanics
© 2013 D. Healey, dhealey@uoregon.edu
Debrief
 What did you do? What do you think?
© 2013 D. Healey, dhealey@uoregon.edu
Q&A
Thanks!
sites.google.com/site/gamificationforelteachers/
dhealey@uoregon.edu
http://www.deborahhealey.com
kliu4@uoregon.edu
© 2013 D. Healey, dhealey@uoregon.edu

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Gamification in ELT for ORTESOL 2013

  • 1. Gamification: Hype or Useful Teacher Tool? Deborah Healey American English Institute/Dept. of Linguistics, University of Oregon Kai Liu Dept. of Linguistics, University of Oregon sites.google.com/site/gamificationforelteachers/
  • 2. Agenda  Brief intro to gamification  What is it?  Game mechanics  Try it yourself – stations; classroom applications  Debrief © 2013 D. Healey, dhealey@uoregon.edu
  • 3. Games vs. gamification They’re not the same © 2013 D. Healey, dhealey@uoregon.edu
  • 4. Classroom activities We’ll talk about gamifying these later  Responding to questions about a 10-minute video clip  Memorizing vocabulary for a weekly quiz  Highlighting the transition words in a reading  Doing a workbook exercise about the past tense  Doing a presentation about a favorite vacation  Writing a compare/contrast paragraph. © 2013 D. Healey, dhealey@uoregon.edu
  • 5. What’s a game?  A system with rules, some sort of challenge, feedback of some sort, interaction, fun, and often with an emotional response. (from many authors) © 2013 D. Healey, dhealey@uoregon.edu
  • 6. Gamification??  Gamification is adding elements of games and gaming to regular activities that we may not normally think of as games.  Business  Training  Education © 2013 D. Healey, dhealey@uoregon.edu
  • 7. Kapp, 2012: Elements  Game mechanics –points, levels, and badges (PBL), scoring, time constraints  Game thinking – competition, cooperation, exploration, storytelling  Aesthetics – a visually or otherwise interesting environment that creates a different “feel” to the activity (pp.9-11) © 2013 D. Healey, dhealey@uoregon.edu
  • 8. Why do we care?  Demographics  Digital natives  Engagement  Extrinsic => intrinsic motivation  It’s our world © 2013 D. Healey, dhealey@uoregon.edu
  • 9. Teachers use these  Cascading Information Theory – breaking up information into bits  Curriculum in teaching  Achievements – where learners have accomplished something relative to others  “Achievers” – I’m better than others  Community Collaboration – working together to solve a problem or do a task.  Group work in teaching  “Socializers” Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  • 10. More that we use now  Points – giving numerical value for actions  Grades in teaching  Loss Aversion – avoiding punishment  Grading, often  Behavioral Momentum – the tendency to keep doing something  Fun Once, Fun Always – classroom routines Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  • 11. What we could add  Countdown– having only a certain amount of time to do something  Homework, tests, activities  Levels – more points = more rewards  Start at 0 and add points to grades  Quests – give activities a larger focus  Check this later: Penny Arcade video www.penny-arcade.com/patv/episode/gamifying-education Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  • 12. What we could add  Progression – gradual success, made visible  Chart of reading speed, other  Ownership– control of something  Publishing, learner choices Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  • 13. Try it - stations Explanation – see the handout © 2013 D. Healey, dhealey@uoregon.edu
  • 14. Project/task-based learning  Blissful productivity – joy in work  Discovery/Exploration  “Explorers”  Epic meaning – doing something big  Projects outside the classroom, audience  Quests/Challenges – overcoming obstacles  Virality – working with others Images from http://www.gamification.org/wiki/Game_Mechanics © 2013 D. Healey, dhealey@uoregon.edu
  • 15. Debrief  What did you do? What do you think? © 2013 D. Healey, dhealey@uoregon.edu