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Gamification techniques to engage students
Leslie Van Wolvelear, Co-Chair and Professor of Accounting
Oakton Community College, Des Plaines, IL
lvanwolv@oakton.edu
Bill Copeland
American Poet
The trouble with not
having a goal is that you
can spend your life
running up and down the
field and never scoring.
Poll Question # 1
Do you currently use games in your courses?
a. Yes, in lecture courses
b. Yes, in online courses
c. Yes, in both lecture and online courses
d. No
Gamification
 Move through levels
 Earn achievements (positive reinforcement)
 Play to avoid losing awards (negative
reinforcement)
 Collaborative: work with others to achieve
goals
 Synthesis: bring multiple skills together to
achieve awards
http://www.knewton.com/gamification-education/
Gamification
Gamification is a process whereby game
mechanics are integrated into traditionally
non-game tasks in order to make the
experience more fun, engaging, or
meaningful for the participants.
Rowan Tulloch and Michael Hitchens, “The Gamification of Higher Education Teaching Practices”
Does gamification help students learn?
It depends, says Johnson.
“You will always have your top performers, and you’ll
always have students who struggle, no matter how many
incentives you throw at them.
A well-designed gamification system has the most impact
on the middle 40-percent to 60-percent of students. It
motivates these students to do more.”
Steven L. Johnson, Assistant Professor of Management Information Systems
Temple University’s Fox School of Business in Philadelphia
Games in lecture courses
1. Jeopardy – for exam review
https://www.playfactile.com/
2. Bingo – for vocabulary review – give
definition and cards have vocabulary term
3. Financial statement line up (Accounting) –
students receive a card with account name
and need to physically line up in the proper
order
Escape Rooms
“We tend to forget that ‘play’ –
in the many different forms it
takes –is learning for humans
of all ages” (Judson, 2017)
Judson, G. (2017). Play Matters: Six Play-Full Practices for Higher Education. Retrieved from
http://www.creativitypost.com/arts/because_play_is_learning_for_adults_too_6_ways_to_play_in_higher_education
Escape Rooms
https://teacheveryday.com/escape-room-in-the-classroom/
 purpose – some type of mystery to solve or goal to
reach
 clues – a series of puzzles or questions to solve, one
puzzle at a time, eventually leading to the goal
 something to unlock – a combination lock or
access code – The answers are provided by the
clues that students solve along the way
 a time limit (optional, but helpful) – A time limit can
drive motivation and focus, or it can add too much
stress.
 First team to complete earns extra credit and serve
as mentors for other teams
Poll Question # 2
Do you think games help students learn?
a. Yes
b. Maybe, but it depends on the student
c. No
d. Unsure
Gamification examples online
1. Gamify the syllabus
2. Gamify quizzes
with Quests
3. Badges
Why gamify your syllabus?
1. Motivate students to read the syllabus
=
Why gamify your syllabus?
2. Engage students to connect with the
course policies on Day 1
Why gamify your syllabus?
3. Engage students to connect with their
online classmates
Why gamify your syllabus?
4. Engage students to connect with the
available college resources
Why gamify your syllabus?
5. Connect course with General Education
Learning Outcomes of college
• Critical Thinking
• Communication
• Literacy
• Responsibility
https://www.oakton.edu/academics/assessment/gen_ed_learn_outcomes/index.php
Syllabus Scavenger Hunt
• Clear and concise instructions
• Use of images to get the students’ attention
• Links to LMS tools – Discussions, Quizzes,
Assignments, Surveys, Checklists, E-mail
• Points for completing assignments, but not
everything counts for points
• F2F - Completed in a computer lab on Day 1
Easter Eggs
Students can earn extra credit points by finding the
hidden Easter Eggs (a common gaming technique)
Give students a sense of accomplishment and
motivates them to complete the entire activity
(Persistence)!
Let’s look at an example
Poll Question # 3
How often do you receive course procedure
questions that are answered in the syllabus?
a. Never
b. Daily
a. Weekly
b. Before exams
Chapter Quests
Motivate students to continue learning
“Let’s go on a Quest to learn …”
After the chapter quiz due date, a chapter quest will
open for students to improve their knowledge and
mastery of the chapter content.
Chapter Quizzes
Students complete chapter quizzes. Each quiz has
the following properties:
• 20 questions randomly selected for each attempt
• Questions are pooled by objective
• 1 attempt per chapter quiz
• Time limit of 60 minutes per attempt
• Inaccessible after due date
• 10 points per chapter count towards final grade
Chapter Quests
Each quest has the following properties:
• 20 questions randomly selected for each attempt
• Questions are pooled by objective
• 2 attempts per chapter quest with the highest score
counting towards extra credit – 2 points per chapter
• Time limit of 60 minutes per attempt
• Feedback is provided for all questions with user
response – answers shown – text reference
• Inaccessible after exam due date
Chapter Quests/Badges
1. The extra credit earned will increase quiz
points up to a maximum of 100% or 110
total points after dropping the lowest quiz
score.
2. They also earn an overall badge
designation
Give students a sense of accomplishment!
Extra Credit Points
11 chapters x 2 points each = 22 total extra credit
points available in 1,000 point course (2.2%)
Badges
Poll Question # 4
Do you plan on using games in your courses in
the future?
a. Yes
b. Possibly
c. No
Questions?

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Gamification Techniques to Engage Students

  • 1. Gamification techniques to engage students Leslie Van Wolvelear, Co-Chair and Professor of Accounting Oakton Community College, Des Plaines, IL lvanwolv@oakton.edu
  • 2. Bill Copeland American Poet The trouble with not having a goal is that you can spend your life running up and down the field and never scoring.
  • 3. Poll Question # 1 Do you currently use games in your courses? a. Yes, in lecture courses b. Yes, in online courses c. Yes, in both lecture and online courses d. No
  • 4. Gamification  Move through levels  Earn achievements (positive reinforcement)  Play to avoid losing awards (negative reinforcement)  Collaborative: work with others to achieve goals  Synthesis: bring multiple skills together to achieve awards http://www.knewton.com/gamification-education/
  • 5. Gamification Gamification is a process whereby game mechanics are integrated into traditionally non-game tasks in order to make the experience more fun, engaging, or meaningful for the participants. Rowan Tulloch and Michael Hitchens, “The Gamification of Higher Education Teaching Practices”
  • 6. Does gamification help students learn? It depends, says Johnson. “You will always have your top performers, and you’ll always have students who struggle, no matter how many incentives you throw at them. A well-designed gamification system has the most impact on the middle 40-percent to 60-percent of students. It motivates these students to do more.” Steven L. Johnson, Assistant Professor of Management Information Systems Temple University’s Fox School of Business in Philadelphia
  • 7. Games in lecture courses 1. Jeopardy – for exam review https://www.playfactile.com/ 2. Bingo – for vocabulary review – give definition and cards have vocabulary term 3. Financial statement line up (Accounting) – students receive a card with account name and need to physically line up in the proper order
  • 8. Escape Rooms “We tend to forget that ‘play’ – in the many different forms it takes –is learning for humans of all ages” (Judson, 2017) Judson, G. (2017). Play Matters: Six Play-Full Practices for Higher Education. Retrieved from http://www.creativitypost.com/arts/because_play_is_learning_for_adults_too_6_ways_to_play_in_higher_education
  • 9. Escape Rooms https://teacheveryday.com/escape-room-in-the-classroom/  purpose – some type of mystery to solve or goal to reach  clues – a series of puzzles or questions to solve, one puzzle at a time, eventually leading to the goal  something to unlock – a combination lock or access code – The answers are provided by the clues that students solve along the way  a time limit (optional, but helpful) – A time limit can drive motivation and focus, or it can add too much stress.  First team to complete earns extra credit and serve as mentors for other teams
  • 10. Poll Question # 2 Do you think games help students learn? a. Yes b. Maybe, but it depends on the student c. No d. Unsure
  • 11. Gamification examples online 1. Gamify the syllabus 2. Gamify quizzes with Quests 3. Badges
  • 12. Why gamify your syllabus? 1. Motivate students to read the syllabus =
  • 13. Why gamify your syllabus? 2. Engage students to connect with the course policies on Day 1
  • 14. Why gamify your syllabus? 3. Engage students to connect with their online classmates
  • 15. Why gamify your syllabus? 4. Engage students to connect with the available college resources
  • 16. Why gamify your syllabus? 5. Connect course with General Education Learning Outcomes of college • Critical Thinking • Communication • Literacy • Responsibility https://www.oakton.edu/academics/assessment/gen_ed_learn_outcomes/index.php
  • 17. Syllabus Scavenger Hunt • Clear and concise instructions • Use of images to get the students’ attention • Links to LMS tools – Discussions, Quizzes, Assignments, Surveys, Checklists, E-mail • Points for completing assignments, but not everything counts for points • F2F - Completed in a computer lab on Day 1
  • 18.
  • 19. Easter Eggs Students can earn extra credit points by finding the hidden Easter Eggs (a common gaming technique) Give students a sense of accomplishment and motivates them to complete the entire activity (Persistence)!
  • 20. Let’s look at an example
  • 21.
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  • 27.
  • 28. Poll Question # 3 How often do you receive course procedure questions that are answered in the syllabus? a. Never b. Daily a. Weekly b. Before exams
  • 29. Chapter Quests Motivate students to continue learning “Let’s go on a Quest to learn …” After the chapter quiz due date, a chapter quest will open for students to improve their knowledge and mastery of the chapter content.
  • 30. Chapter Quizzes Students complete chapter quizzes. Each quiz has the following properties: • 20 questions randomly selected for each attempt • Questions are pooled by objective • 1 attempt per chapter quiz • Time limit of 60 minutes per attempt • Inaccessible after due date • 10 points per chapter count towards final grade
  • 31. Chapter Quests Each quest has the following properties: • 20 questions randomly selected for each attempt • Questions are pooled by objective • 2 attempts per chapter quest with the highest score counting towards extra credit – 2 points per chapter • Time limit of 60 minutes per attempt • Feedback is provided for all questions with user response – answers shown – text reference • Inaccessible after exam due date
  • 32.
  • 33. Chapter Quests/Badges 1. The extra credit earned will increase quiz points up to a maximum of 100% or 110 total points after dropping the lowest quiz score. 2. They also earn an overall badge designation Give students a sense of accomplishment!
  • 34. Extra Credit Points 11 chapters x 2 points each = 22 total extra credit points available in 1,000 point course (2.2%)
  • 36. Poll Question # 4 Do you plan on using games in your courses in the future? a. Yes b. Possibly c. No