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IMPLEMENTING
GAMIFIED PEDAGOGY IN
MAYA 3D COURSES
Sandrine Han
Independent Researcher
INTRODUCTION
In a student-centred educational
environment, educators are
responsible for understanding
what motivates students and for
enabling students to learn from
their interests and experiences.
Gamified pedagogy requires the
use of a spiral curriculum; clear
short- and long-term goals;
rewarding students when they
achieve each level; forming a
learning community with a
showcase for student work; and
providing a safety net for students
to explore and practice.
With a gamified pedagogy,
students may become self-
motivated learners who are
interested in learning more from
the course content and from each
other.
LITERATUR
E REVIEW:
GAMIFICATI
ON
Csikszentmihalyi’s flow theory in games
1. a challenge that requires skill to achieve as well
as an attainable goal and known rules
2. complete absorption in the activity
3. clear goals
4. immediate feedback
5. concentration on the task at hand
6. a sense of control and a lack of worry about
losing control
7. loss of self-consciousness
8. transformation of time (Whitton, 2011, pp. 598-
599)
Learning engagement factors in gamification include
‘challenge, control, immersion, interest, and
purpose’ (p. 605).
LITERATUR
E REVIEW:
GAMIFIED
PEDAGOGY
Harden and Stamper (1999) list features of the
spiral curriculum: ‘1. Topics are revisited, 2.
There are increasing levels of difficulty, 3. New
learning is related to previous learning, and 4.
The competence of students increases’ (p. 141).
Experiences (Calvillo-Gámez, Cairns, & Cox,
2010) and reinforcement (Desurvire & Wiberg,
2010) are crucial in a spiral curriculum.
According to Han (2015), gamified pedagogy in
art education includes seven elements: (1) the
teacher should use a spiral curriculum; (2) the
teacher and students should set clear short-term
and long-term goals; (3) the students should
have the chance to resubmit their projects; (4)
the students should be able to learn at their own
pace; (5) the teacher should provide a safety net
for students to practice without embarrassment;
(6) the teacher should provide a space for
students to establish a learning community; and
(7) the teacher should provide a showcase for
students to exhibit their own selected works. (p.
265)
RESEARCH QUESTION
What are the positives and negatives of using gamified pedagogy in the Introduction to MAYA
curriculum design?
(1) Compared with the previous course design, what are the positives and
negatives of using gamified pedagogy? and
(2) What are the students’ views on the course design?
PARTICIPANTS AND
PROCEDURES
The research participants were students who enrolled in
the 3D MAYA course at Shanghai Commercial School as
well as the instructors who taught these courses based
on the gamified pedagogical course design. The
students were all adults, and all participants used
pseudonyms.
CURRICULU
M DESIGN
Curriculum
•The curriculum design is styled after project-based curriculum (Simonton,
Layne, & Irwin, 2021) and adds spiral curriculum (Harden & Stamper, 1999) to
achieve the gamified pedagogy (Han, 2015)
Pedagogy
•Based on the gamified pedagogy, some important features should be
observed by the instructors, as previously mentioned: (a) freedom of creation,
which we discuss in this section as well as (b) showcases of students’ work
and (c) the importance of group work; (d) unconventional assessments are
discussed in the following section.
Assessment
•Similar to playing a game, students gain points instead of earning marks.
The point of assessment in this course is not to evaluate student work, but to
assist student learning, which is determined not by exams but by check-ins
after each class.
Data Generation
•This study used the mixed methods of the concurrent triangulation strategy,
employing three methods to ‘confirm, cross validate, and corroborate
findings’ (Creswell, 2003, p. 217).
FINDINGS
Freedom of Creation
Importance of
Showcasing Student
Work
Group Work
Assessments by
Unconventional Means
FINDINGS:
FREEDOM
OF
CREATION
As Parker states “freedom and democracy by
upholding the meaningfulness and importance
of art in the classroom” (p. 23).
“because students can make what they want
and have freedom of creation, they are willing
to spend time after class to complete the
assignment.”
“the instructor didn’t ask us to follow step-by-
step instructions; instead, we can use our own
imagination to make the things.”
FINDINGS:
IMPORTANC
E OF
SHOWCASI
NG
STUDENT
WORK
As Kolbeinsson, Palmquist, Lindblom, and
Jiménez Sánchez (2021), a showcase is
considered to be a reward.
The instructors mentioned that they had
employed student-centred education prior
to implementing gamified pedagogy;
however, they focused on students’
deficiencies and attempted to overcome
these issues. Conversely, instructors who
use gamified pedagogy allow students to
determine what they desire to create, and
they encourage students to improve their
efforts. This fundamental difference
changed how teachers think about
education.
FINDINGS:
GROUP
WORK
The knowledge I have learned [was]
strengthened.
we can discuss how to use different
methods to achieve the same result
I learned to respect different ways
of thinking
I can complete the task that I
cannot do ... by myself.
FINDINGS: ASSESSMENTS BY
UNCONVENTIONAL MEANS
Students’ learning autonomy significantly increased
because of the assessments
One instructor stated that 70% of the students
spent time outside of class to complete the
assignments.
ISSUES
RAISED BY
THE
INSTRUCTO
RS
because students were accustomed to
following step-by-step instructions
and now were provided freedom, they
were lost at the beginning of the
course and did not know what to do.
More time is required to teach the
course.
CONCLUSI
ON
The design of gamified pedagogical
curriculum include four features: (a) freedom
of creation, (b) showcase of student work, (c)
importance of group work, and (d)
assessment by unconventional means.
THINK ABOUT
ASSESSMENT AS GAME
POINTS
When competed each
task, students earned
some points!
Adding on points,
instead of minus
points!
Extra points!
THANK YOU!
QUESTIONS?
COMMENTS?
THOUGHTS?
https://sandrinehan.com/
sandrinehan@sandrinehan.com

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Gamified Pedagogy in A Maya Class.pptx

  • 1. IMPLEMENTING GAMIFIED PEDAGOGY IN MAYA 3D COURSES Sandrine Han Independent Researcher
  • 2. INTRODUCTION In a student-centred educational environment, educators are responsible for understanding what motivates students and for enabling students to learn from their interests and experiences. Gamified pedagogy requires the use of a spiral curriculum; clear short- and long-term goals; rewarding students when they achieve each level; forming a learning community with a showcase for student work; and providing a safety net for students to explore and practice. With a gamified pedagogy, students may become self- motivated learners who are interested in learning more from the course content and from each other.
  • 3. LITERATUR E REVIEW: GAMIFICATI ON Csikszentmihalyi’s flow theory in games 1. a challenge that requires skill to achieve as well as an attainable goal and known rules 2. complete absorption in the activity 3. clear goals 4. immediate feedback 5. concentration on the task at hand 6. a sense of control and a lack of worry about losing control 7. loss of self-consciousness 8. transformation of time (Whitton, 2011, pp. 598- 599) Learning engagement factors in gamification include ‘challenge, control, immersion, interest, and purpose’ (p. 605).
  • 4. LITERATUR E REVIEW: GAMIFIED PEDAGOGY Harden and Stamper (1999) list features of the spiral curriculum: ‘1. Topics are revisited, 2. There are increasing levels of difficulty, 3. New learning is related to previous learning, and 4. The competence of students increases’ (p. 141). Experiences (Calvillo-Gámez, Cairns, & Cox, 2010) and reinforcement (Desurvire & Wiberg, 2010) are crucial in a spiral curriculum. According to Han (2015), gamified pedagogy in art education includes seven elements: (1) the teacher should use a spiral curriculum; (2) the teacher and students should set clear short-term and long-term goals; (3) the students should have the chance to resubmit their projects; (4) the students should be able to learn at their own pace; (5) the teacher should provide a safety net for students to practice without embarrassment; (6) the teacher should provide a space for students to establish a learning community; and (7) the teacher should provide a showcase for students to exhibit their own selected works. (p. 265)
  • 5. RESEARCH QUESTION What are the positives and negatives of using gamified pedagogy in the Introduction to MAYA curriculum design? (1) Compared with the previous course design, what are the positives and negatives of using gamified pedagogy? and (2) What are the students’ views on the course design?
  • 6. PARTICIPANTS AND PROCEDURES The research participants were students who enrolled in the 3D MAYA course at Shanghai Commercial School as well as the instructors who taught these courses based on the gamified pedagogical course design. The students were all adults, and all participants used pseudonyms.
  • 7. CURRICULU M DESIGN Curriculum •The curriculum design is styled after project-based curriculum (Simonton, Layne, & Irwin, 2021) and adds spiral curriculum (Harden & Stamper, 1999) to achieve the gamified pedagogy (Han, 2015) Pedagogy •Based on the gamified pedagogy, some important features should be observed by the instructors, as previously mentioned: (a) freedom of creation, which we discuss in this section as well as (b) showcases of students’ work and (c) the importance of group work; (d) unconventional assessments are discussed in the following section. Assessment •Similar to playing a game, students gain points instead of earning marks. The point of assessment in this course is not to evaluate student work, but to assist student learning, which is determined not by exams but by check-ins after each class. Data Generation •This study used the mixed methods of the concurrent triangulation strategy, employing three methods to ‘confirm, cross validate, and corroborate findings’ (Creswell, 2003, p. 217).
  • 8. FINDINGS Freedom of Creation Importance of Showcasing Student Work Group Work Assessments by Unconventional Means
  • 9. FINDINGS: FREEDOM OF CREATION As Parker states “freedom and democracy by upholding the meaningfulness and importance of art in the classroom” (p. 23). “because students can make what they want and have freedom of creation, they are willing to spend time after class to complete the assignment.” “the instructor didn’t ask us to follow step-by- step instructions; instead, we can use our own imagination to make the things.”
  • 10. FINDINGS: IMPORTANC E OF SHOWCASI NG STUDENT WORK As Kolbeinsson, Palmquist, Lindblom, and Jiménez Sánchez (2021), a showcase is considered to be a reward. The instructors mentioned that they had employed student-centred education prior to implementing gamified pedagogy; however, they focused on students’ deficiencies and attempted to overcome these issues. Conversely, instructors who use gamified pedagogy allow students to determine what they desire to create, and they encourage students to improve their efforts. This fundamental difference changed how teachers think about education.
  • 11. FINDINGS: GROUP WORK The knowledge I have learned [was] strengthened. we can discuss how to use different methods to achieve the same result I learned to respect different ways of thinking I can complete the task that I cannot do ... by myself.
  • 12. FINDINGS: ASSESSMENTS BY UNCONVENTIONAL MEANS Students’ learning autonomy significantly increased because of the assessments One instructor stated that 70% of the students spent time outside of class to complete the assignments.
  • 13. ISSUES RAISED BY THE INSTRUCTO RS because students were accustomed to following step-by-step instructions and now were provided freedom, they were lost at the beginning of the course and did not know what to do. More time is required to teach the course.
  • 14. CONCLUSI ON The design of gamified pedagogical curriculum include four features: (a) freedom of creation, (b) showcase of student work, (c) importance of group work, and (d) assessment by unconventional means.
  • 15. THINK ABOUT ASSESSMENT AS GAME POINTS When competed each task, students earned some points! Adding on points, instead of minus points! Extra points!

Editor's Notes

  1. Good evening, everyone, thank you for coming to my session!  I am Sandrine Han, I am an education consultant & independent researcher. I was an associate professor at the university of British Columbia, the department of curriculum and pedagogy, specializing in art education when I conduct this research. Today, I am talking to you from the traditional, ancestral, and unceded territory of the Kwikwetlem First Nation.  And, the title of my talk is “Implementing Gamified Pedagogy in MAYA 3D Courses”
  2. In a student-centred educational environment, educators are responsible for understanding what motivates students and for enabling students to learn from their interests and experiences. Many students are interested in gaming; therefore, educators must understand the ways in which students are attracted to games and how to ideally implement gaming elements in the education field. Research indicates that many students spend a significant amount of time playing games, and some research also suggests that students are passionate about online gaming. In response to these findings, I researched gamified pedagogy in 2011, considering the following questions: What are the gaming elements that cause students to be attracted to gaming and make them willing to spend considerable time on gaming? What is gamified pedagogy? Can gamified pedagogy be used to inspire student learning? Through this research, she developed a theory of gamified pedagogy, finding that using gamification as pedagogy requires the use of a spiral curriculum in which students learn advanced tasks by starting with basic skills. This technique also involves establishing clear short- and long-term goals, rewarding students when they achieve each level, forming a learning community with a showcase for student work, and providing a safety net for students to explore and practice. With a gamified pedagogy, students may become self-motivated learners who are interested in learning more from the course content and from each other. Gamified pedagogy also provides another approach for art education. In 2021, I had the opportunity to redesign the Introduction to 3D Modelling – MAYA curriculum for Shanghai Commercial School. I designed the course based on my previous findings regarding gamified pedagogy. In the curriculum, I specifically suspend the step-by-step instructional teaching method and encourage instructors to teach students to find the ideal resources to solve the problems they encounter. At the beginning of the course, students quickly learn their short- and long-term goals. They are then expected to start thinking and planning their learning accordingly. Whilst the students are exploring the software, they should consider what they want to make. The instructor should frequently employ image examples to inspire students as they work on projects. This course is not designed to ask students to perform the same action as the instructor demonstrates; rather, students are encouraged to have their own ideas, building on their creative thoughts and learning problem-solving skills. Group work is also essential for this class because 3D designers rarely work alone. Students should learn how to communicate their ideas with others so that they can create their dreams together and work together to achieve their goals. In this empirical case study research, I interviewed the course instructors and sent surveys to the students. The main research question is this: What are the positives and negatives of using gamified pedagogy in the Introduction to MAYA curriculum design? The subquestions are as follows: (1) Compared with the previous course design, what are the positives and negatives of using gamified pedagogy? (2) What are the students’ views on the course design?
  3. Literature Review: Gamification Gamification is an emerging concept that applies gaming elements to nongaming environments. As Deterding et al. state, ‘“Gamification” is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience and user engagement’. Currently gamified fields include finance, health, news, and tutorials. Gaming elements are applied in these fields to engage users as well as to motivate and increase user performance. Csikszentmihalyi’s flow theory has influenced scholars who write about gamification. Flow is a psychological state during which a person typically experiences deep involvement, enjoyment, and creativity. As Whitton explains, flow theory is a way of understanding the nature of games, which includes the following: 1. a challenge that requires skill to achieve as well as an attainable goal and known rules 2. complete absorption in the activity 3. clear goals 4. immediate feedback 5. concentration on the task at hand 6. a sense of control and a lack of worry about losing control 7. loss of self-consciousness 8. transformation of time (pp. 598-599) Whitton concludes that the learning engagement factors in gamification include ‘challenge, control, immersion, interest, and purpose’. In gaming, players are not afraid to face challenges, and they look forward to working on different challenges. When players spend enough time practicing a level, they gain sufficient experience and the ability to work on the next level. Games allow players to save their previous progress, and players know that even if they fail in the current challenge, they do not need to restart from the beginning. Games provide a safety net for players to assume risks without harming themselves or others. Players are free to explore the gaming world in their own way at their own pace. Players compete with themselves, with peers, and with anyone in the world who plays the same game. Satisfaction comes from competition. Methods of gamification include points, leader boards, collaboration platforms, and access to the innovation team. If educators understand how to apply gamification to a gamified pedagogy, then students may become more engaged and motivated, thus becoming better learners.
  4. Literature Review: Gamified Pedagogy The spiral curriculum is the model that is optimally suited to gamification as a pedagogical approach because it allows students to learn and practice basic skills to master advanced tasks. Harden and Stamper (1999) list features of the spiral curriculum: ‘1. Topics are revisited, 2. There are increasing levels of difficulty, 3. New learning is related to previous learning, and 4. The competence of students increases’ (p. 141). Experiences (Calvillo-Gámez, Cairns, & Cox, 2010) and reinforcement (Desurvire & Wiberg, 2010) are crucial in a spiral curriculum. The pattern of increasing difficulty in gaming also follows a spiral pattern. Games allow players to choose their level of difficulty. When players are new to a game, they practice simple tasks. As players’ techniques, skills, knowledge, and experience increase, the difficulty of the game increases. Step-by-step, short-term goals in gaming are more motivating than long-term goals. Similar to gaming, as students’ levels of experience and skills mature, they are able and motivated to advance to more difficult skills and tasks. When players fail in gaming, they restart from the last level they saved. Players know that they only need to test multiple creative methods and practice more to achieve a goal. In education, students may be afraid that their assignments do not match the teacher’s example or that they may fail an exam. Often, students are not permitted to resubmit an assignment or retake an exam. If students have multiple chances, as they do in gaming, to resubmit an assignment or even retake an exam, then they may assume more creative risks and develop a more active and positive attitude toward learning. Players can play at their own pace without waiting for other players and without being rushed to a higher level. There is no deadline and no cut-off date. Players are comfortable repeating a task until they become adept. In education, teachers frequently find it difficult to allow students to learn at their own pace. However, when students must learn at a group pace, those who learn quickly may feel bored, and those who learn more slowly may not be able to follow instruction when it progresses to the next level. One of the motivations of gaming is competition without embarrassment. When players are new to a game, they can play by themselves. Once they are comfortable, they can choose to compete with other players. Players observe each other’s gaming strategies and learn from each other. Players learn what kind of tasks they excel at and what kind of tasks they do not enjoy. Players learn to sharpen their specialties and understand that they do not need to dominate every skill to have fun and be successful in a game. In art and design studio courses, students should have the right to choose when to present their works to their peers and which techniques or skills they want to master. Community support is another important element for players. Successful games have community forums, so players are not alone. They discuss their progress, adventures, and difficulties in the forum. Players enable others to become more successful in the game. Gaming has no teacher, but everyone learns from each other. In the educational community, students should have a place to learn from each other as well. Some games also encourage players’ creativity by requiring them to apply different techniques and think independently to achieve a task. Players can make ‘machinima’ (short movies of games) to exhibit their creativity. Machinima productions also provide players with an environment in which to exhibit their achievements. In art and design education, providing an environment for students to display their work and allowing students to constructively critique each other’s work may encourage students to develop creative thinking skills. According to Han (2015), gamified pedagogy in art education includes seven elements: (1) the teacher should use a spiral curriculum; (2) the teacher and students should set clear short-term and long-term goals; (3) the students should have the chance to resubmit their projects; (4) the students should be able to learn at their own pace; (5) the teacher should provide a safety net for students to practice without embarrassment; (6) the teacher should provide a space for students to establish a learning community; and (7) the teacher should provide a showcase for students to exhibit their own selected works. (p. 265) Gamified pedagogy incorporates gaming theory into the field of education as a teaching tool. By gamifying education, students become more engaged and interested in learning, and learning becomes self-motivated.
  5. This research used the case study method. According to Eisenhardt (1989), ‘Case studies can be used to accomplish various aims: to provide description, test theory, or generate theory’. Furthermore, Stake states that ‘case study is the study of the peculiarity and complexity of a single case, coming to understand its activity within important circumstances’ (p. xi). There are different types of case studies. I used a community study, which is a ‘study of one or more local communities. [It] describes and analyses the pattern of, and relations between, main aspects of community life. [It is] commonly descriptive, but may explore specific issues or be used in theory testing’ . In this study, the main research question is What are the positives and negatives of using gamified pedagogy in the Introduction to MAYA curriculum design? The subquestions are as follows: (1) Compared with the previous course design, what are the positives and negatives of using gamified pedagogy? and (2) What are the students’ views on the course design? To answer these questions, an open-ended survey was provided to the students, and the instructors were asked to complete an open-ended survey as well as an interview. The researchers used grounded theory with open coding to analyse the research data ‘to generate a theory to explain what is central in the data’ (Robson, 2002, p. 493). Open coding was used to interpret rather than summarise the data. Data Generation This study used the mixed methods of the concurrent triangulation strategy, employing three methods to ‘confirm, cross-validate, and corroborate findings’ (Creswell, 2003, p. 217). I analyzed the survey and interview data to understand whether the gamified pedagogy was helpful to students learning the software.
  6. The research participants were students who enrolled in the 3D MAYA course at Shanghai Commercial School as well as the instructors who taught these courses based on the gamified pedagogical course design. The students were all adults, and all participants used pseudonyms. Students and instructors completed online survey questionnaires, and the researchers had an opportunity to interview the instructors after the courses ended. For the online student survey, 31 students began the survey, but one student answered only two questions; therefore, the total number of valid participants was 30.
  7. Curriculum Design The Shanghai Commercial School approved the course design; this course has already been taught once and will be taught again. Below we introduce the course design and focus on curriculum, pedagogy, and assessment of this Introduction to MAYA course. Curriculum The curriculum design is styled after project-based curriculum and adds spiral curriculum to achieve the gamified pedagogy. In this design, the course begins with exploration. With little guidance and project-based design, students receive ample time to click around and find resources at the beginning of the course. This allows students to gain a self-teaching ability. Once students play with the software, they know software’s capabilities, which enables them to focus appropriately when learning. These project exploration sessions additionally allow the instructor to discover the students’ prior knowledge. With each project, students learn more complicated 3D modelling skills with little guidance from the instructor. Basic, simple projects teach students not to be afraid of the software’s complexity, whereas repeating similar but more sophisticated functions enables students to see the software’s potential, as spiral curriculum emphasises. By the final project, students are comfortable with MAYA 3D software and should be able to create objects they prefer. Pedagogy Based on the gamified pedagogy, some important features should be observed by the instructors, as previously mentioned: (a) freedom of creation, which we discuss in this section as well as (b) showcases of students’ work and (c) the importance of group work; (d) unconventional assessments are discussed in the following section. Showcasing students’ work frequently is important in gamified pedagogy. In gaming theory, a showcase is considered to be a reward. Consequently, the instructor should display students’ work as often as possible. However, the instructor must also ensure that every student’s work is presented to the class throughout the course. When showcasing student work, the instructor should clearly indicate which parts of the work are noteworthy so that other students can learn from it. Students are honoured by the showcase and work diligently to be noticed again. The instructor should not present student work and publicly discuss the weak points of the work; weak points should be discussed privately after the showcase when the instructor offers honest and critical feedback to the student. Hereby, students know whether they have achieved the required goal and how to improve their work; additionally, this feedback informs students that their work has been recognised by the instructor, which allows them to learn from the process. Group work is especially important to design students, as designers must be able to work with other designers in the industry. Therefore, providing students opportunities for group work is necessary. However, working in groups can also cause many issues. The instructor should spend time with each group and understand each student’s work ethic. If instructors notice a problem within a group, then they should guide students to a resolution. On another note, peer learning should be promoted in this course design. The instructor should teach students this phrase: ask three before me. This means that students should attempt to find answers from three sources or people (e.g., from their peers or the Internet) before asking the instructor. This enables students to acquire the ability of self- and peer-teaching. Assessment The assessment design in this course is unconventional (see appendix). Similar to playing a game, students gain points instead of earning marks. The point of assessment in this course is not to evaluate student work, but to assist student learning, which is determined not by exams but by check-ins after each class. In this course, students submit their work at the end of each class, regardless of whether it is finished, which teaches students to use their class time wisely. Each point students earn confirms whether they acquired the skill taught in class. Students must submit assignments on time. If students participate in class but submit incomplete work, then they receive a preliminary point and are encouraged to resubmit. Additionally, instructors encourage students to work on their projects from home and to resubmit work after receiving feedback. The course design also allows instructors to grant extra points on each assignment to encourage students to improve their work. This reassures students if they are unable to complete an assignment. Using formative assignments in which submissions equal points reduces students' stress on exams to determine their learning outcome. Using the point system provides students with the feeling of gaming. When students submit assignments, they earn points. In this aspect, the process is more important than the result. Furthermore, instructors can see students’ learning progress, and students are unable to use free 3D objects found online to pass this course because they must upload their work after each class. Using project-based gamified pedagogy encourages students to work diligently, as each project increases their knowledge for the next project. All learning processes are relevant and important for the next stage. Most importantly, the project design is based on students’ preferences and their group discussion. Students decide their own style and use their own imaginations. All small projects are preparation for the final project. Ultimately, the project they create can be included in their design portfolio. Data generation This study used the mixed methods of the concurrent triangulation strategy, employing three methods to ‘confirm, cross validate, and corroborate findings’. We analysed the survey and interview data to understand whether the gamified pedagogy was helpful to students learning the software.
  8. The instructors implemented the gamified pedagogy in two courses. One was the 3D modelling course, and the other was the 3D animation course. Overall, the gamified pedagogy was valued by the instructors and students. The instructors noted that the quality and detail of student work was considerably higher than before. As the instructors stated, ‘In the past, some students were finding models online and submitting it as their assignment. However, now that the assessment is about the process, the students won’t just submit a found model’. In the student survey, when students were asked whether they liked this course, 25 students chose yes, four students did not respond to the question, and two indicated that they were not interested in this course. Therefore, the majority of the students were interested in this course. When asked whether they would like to have more courses designed in this way, 22 students answered yes, three answered no, and five did not answer. This is evidence that gamified pedagogical curriculum design is preferred by both instructors and students. The feedback from the instructors and students can be categorized into four sections: (a) freedom of creation, (b) importance of showcasing student work, (c) working in groups, and (d) assessments by unconventional means. Below we discuss the feedback in detail.
  9. Findings: Freedom of Creation Teachers no longer teach the students step-by-step instructions, so students have freedom to create the objects they prefer. As Parker states “freedom and democracy by upholding the meaningfulness and importance of art in the classroom” (p. 23). According to the instructors, the differences in this course design is that the students’ learning interests increased because of the student-centered curriculum design. The instructors stated, In the past, students learn what the teacher taught. ... However, in gamified pedagogy, all these 3D models are students’ own creations, is what they are interested in; therefore, they are interested in the course. They do what they like, and I teach and help them when they need it. In the open-ended survey, an instructor also mentioned that because students can make what they want and have freedom of creation, they are willing to spend time after class to complete the assignment. Similarly, when students were asked how this course differed from other software-learning courses, one wrote that ‘the instructor didn’t ask us to follow step-by-step instruction; instead, we can use our own imagination to make the things’. Another student remarked, ‘This course provided more freedom; I can learn and express my ideas’. When asked what they liked the most in this course, one student replied, ‘I can do what I like to do, and everyone’s work is different’. Another student stated, ‘We learned from each other’. These results demonstrate that students can learn high-end software without following step-by-step instructions. Providing students space and freedom to create the works that interest them motivates learning, which is more important than teaching the function (Parker, 2018).
  10. Findings: Importance of Showcasing Student Work According to the instructors, the showcase was a key point that advanced learning. According to scholars, a showcase is considered to be a reward. When students saw other students’ creative works, they were motivated to complete quality work as well. Students reviewed their own work and worked more diligently to earn the opportunity to be showcased. The instructors mentioned that they had employed student-centred education prior to implementing gamified pedagogy; however, they focused on students’ deficiencies and attempted to overcome these issues. Conversely, instructors who use gamified pedagogy allow students to determine what they desire to create, and they encourage students to improve their efforts. This fundamental difference changed how teachers think about education. In the open-ended student survey, when asked what they learned when the instructor showcased student work, one student replied, ‘I was inspired and had more ideas’. Another student stated, ‘I looked for the pros and cons in my peers’ and my own works, [and] I found it is very helpful for me to improve my works’. A third student commented, ‘I learned from other people’s experience to improve my own work. The teacher’s comments were very helpful for me as well’. These findings suggest that constant review and feedback is essential in students’ learning process.
  11. Findings: Group Work Group work was problematic for the instructors, as they were unsure how to group students. As Kallio, Mäyrä, and Kaipainen (2011) state, when students must learn at a group pace, when students cannot choose their own groups, they might not feel as happy or beneficial to their personal learning. The instructors found that some personality issues required them to spend considerable time acclimating the students to group work. Instead of allowing students to find their own groups, the instructors attempted to place those with technical skills into each group in the hope that they could assist other students. However, the instructors later realised that this may not be beneficial, as the technically skilled students worked more than others. Although the instructors had issues with group work, students seemed to feel differently. According to the survey, 23 students liked to work in groups, two students did not like to work in groups, and five students did not answer the question. According to one student, ‘When learning with peers, [I] can complete tasks faster’. Another student remarked, ‘The knowledge I have learnt [was] strengthened’. Additionally, a student mentioned that ‘we can discuss how to use different methods to achieve the same result’, whereas other students revealed that they ‘learnt to respect different ways of thinking’ and that, in groups, they ‘can complete the task that I cannot do ... by myself’. Therefore, when students were asked if they believed that this course allowed them to learn to collaborate with others, 25 students reported yes, one student reported no, and four students did not answer the question. It may be difficult for instructors to assign students to groups; however, from students’ perspectives, it is important to encourage group work. During the interview with instructors, the curriculum designer suggested that they allow students to choose their own groups. When students work with their friends, they are more motivated, and they may encourage each other to complete higher level work.
  12. Findings: Assessments by Unconventional Means The instructors mentioned that the unconventional assessment method changed how the students thought about learning (see appendix). As the assessment did not focus on the final product, students began to review their learning and care about their learning process. Finally, students recognized the importance of the learning process. The instructors noted that students’ learning autonomy significantly increased because of the assessments, which instructors considered to be important for students. One instructor stated that 70% of the students spent time outside of class to complete the assignments. Both instructors were happy with the gamified pedagogy and hoped that all vocational education schools in the province will implement the gamified pedagogy. When the students were asked whether they liked the assessment model, 23 students answered yes, three students did not reply, and four students chose no. This demonstrates that although this is a new assessment model, the majority of students prefer it. When students were asked how much extra time they spent practicing MAYA, 20 students answered the question. Answers ranged from ‘1 hour a day’ to ‘I work until I am happy with my work’, which reveals that because the assessment is designed to encourage students to achieve their own goals, they were willing to spend additional time and effort working on their projects.
  13. Issues Raised by the Instructors Because gamified pedagogy is a different way of teaching, the instructors also reported some questions and difficulties. According to both instructors, because students were accustomed to following step-by-step instructions and now were provided freedom, they were lost at the beginning of the course and did not know what to do. The students needed time to determine how to learn in this course. Both instructors also stated that more time is required to teach the course. One instructor attributed this to learning how to teach gamified pedagogy, and another instructor stated that because each student’s work is different, more time was spent finding the works to showcase. However, the instructors also noted that they were able to observe students’ proficiencies and weaknesses. Although the gamified pedagogical curriculum design required more time for instructors to prepare, both instructors stated that they were motivated to teach the course because students were also highly motivated. Ultimately, the instructors were happy and willing to spend the time to prepare for the course to benefit their students.
  14. Gamified pedagogical curriculum design requires more than merely using leader boards and badges to motivate students; it demands careful, deliberate calculations. Instructors may need additional time to fully implement gamified pedagogical curriculum design and prepare for each class. However, in this study, instructors were motivated by the students, who were also motivated by and engaged in the course. The design of gamified pedagogical curriculum include four features: (a) freedom of creation, (b) showcase of student work, (c) importance of group work, and (d) assessment by unconventional means. With a gamified pedagogy, students may become self-motivated learners who are interested in learning more from the course content and from each other. Gamified pedagogy provides another approach for art education.
  15. Think about assessment as game points
  16. Thank you for listening to my talk today. If you have any questions or concerns, please feel free to contact me. If you or your institution would like to try gamified pedagogy but don’t know where to start, please contact me as well. If you tried gamified pedagogy, please do let me know what you think about it! Thank you, and Hope you have a wonderful day at the conference!