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EDUGAGMENT
An
Engaging
Education
Alireza
Ranjbar
Shourabi
Introduction
Alireza	Ranjbar	Shourabi
CEO	– Designer	- Guru
Educating …
ü What our the expectations of the
new generation of learners?
ü What if we want to teach older
people?
Generations
QUESTION
History
Definition
Engagement
Game
Design
Thinking
Game
Components
Problem
SolvingThe Process of using Game
Design-Thinking and game
Mechanics To Engage users
and Solve Problems.
ü Fast Feedback
ü Transparency
ü Goals
ü Badges
ü Leveling Up
ü Onboarding
ü Competition
ü Collaboration
ü Community
ü Points
Mechanics
Feedback Positive	&	Negative
The reason
ü Enjoyment is the reason for
players to begin, sustain, and
repeat exposure to digital
games!
Power of
Games
ü CLEARLY DEFINED GOALS
ü CLEARLY DESIGNED RULES
ü BETTER SCOREKEEPING
ü MORE FREQUENT FEEDBACK
ü CONSISTENT COACHING
ü FUN SURPRISES
ü Benefiting from DATA
Definition by
Raftopolous
Product
System
Process
Way of
Thinking
Experience
Designerly
Way
A Definition
Profitable
Business
Motivation
Enjoyment
Engagement
Benefit
People
USING ENJOYABLE MOTIVATION TO
ENGAGE USERS SO THEY BENEFIT
WHILE THE BUSINESS PROFITS.
Bad
Gamification
Motivation
üInternal and External factors that
stimulate desire and energy in
people to be continually interested
in and committed to a job, role or
subject and to exert persistent
effort in attaining a goal.
Self
Determination
Theory
SDT
Autonomy
Competence
Relatedness
Organismic
Integration
Theory
OIT
External
Introjected Identified
Integrated
Categories
Yu Kai Chou
Marketing
Product
Lifestyle
Workplace
Categories
Social
Good
Exterior Interior
Structural Content
Outcomes
Definition ENGAGEMENT (FORRESTER RESEARCH)
ü A deep emotional connection with the brand
ü High levels of participation
ü A long-term relation ship
ü The path to true “Loyalty” is through engagement.
Power of
Games
Differences
Games Gameful
Toys Playful
Gaming
Playing
Whole Parts
Learning
Theories
Constructivism BehaviorismMastery	Learning
Piaget SkinnerBloom
Learning
Theories
Open	Ended	Play GamificationGame	Based	Learning
Constructivism BehaviorismMastery	Learning
Finding
FUN
ü “In every job that must be
done, there is an element of
fun. You find the fun and snap!
The job’s a game.”
Fun
FUN (RAPH KOSTER)
Gamification
Frameworks
ü MDA – MDE
ü Anderzej
ü Pete Jenkins
ü Yu Kai Chou (Motivation)
ü And many others …
Gamification
Frameworks MDA	- MDE
Gamification
Frameworks
Gamification
Frameworks Pete	Jenkins
Gamification
Frameworks Octalysis – Yu	Kai	Chou
Samples Blinkist
Samples Blinkist
Why it works:
Core Drive 2: Development & Accomplishment: Blinkist isn’t using a
bunch of fancy avatars or leveling up systems; instead, it focuses on
making the user feel incredibly smart and effective. Blinkist is a master
at utilizing CD2 to help its users read more, learn more, and become a
more educated person.
Samples Coursera
Samples Coursera
Why it works:
Core Drive 2: Development & Accomplishment: Coursera utilizes
CD2 in a way that Udemy does not: it gives students the
opportunity to earn their degree online.
Core Drive 5: Social Influence & Relatedness: Coursera is a
community driven, allowing students and teachers to collaborate
and communicate while taking a course.
ü Story
ü Character
ü Recognition
ü Levels
ü Challenges
ü Chance
ü Replayability
ü Aesthetics
ü Time
ü Continual Feedback
Elements of
Games for
Learning
Samples Khan	Academy
Samples Khan	Academy
Why it works:
Core Drive 1: Epic Meaning & Calling: Khan Academy truly utilizes CD1
to motivate donors, teachers, and volunteers on its quest to
accomplish its mission. Because of their mission to provide free
education to everyone forever, they’ve gotten companies that have
donated over $10,000,000 each.
Core Drive 5: Social Influence & Relatedness: Khan Academy utilizes
the power of CD5 to recognize their interns from around the world.
Flow
Samples Duolingo
Samples
Duolingo
Why it works:
Core Drive 1: Epic Meaning & Calling: As stated in the Duolingo
Manifesto: “There are over 1.2 billion people learning a language and
the majority are doing so to gain access to better opportunities.
Unfortunately, learning a language is expensive and inaccessible to
most. We created Duolingo so that everyone could have a chance. Free
language education – no hidden fees, no premium content, just free
Core Drive 2: Development & Accomplishment: Duolingo utilizes
progress indicators such as daily goals and streaks to make a player feel
accomplished and get them to come back for daily usage.
Core Drive 4: Ownership & Possession: There is a currency within
Duolingo called Lingots which allows players to buy Power Ups (such as
streak freeze) and buy attire for your avatar.
Core Drive 5: Social Influence & Relatedness: Duolingo has social
language learning clubs within the app that encourage players to learn
with each other. Although it sounds like a great idea, it’s actually
implemented weakly–not much conversation is happening amongst
club members, resulting in empty rooms.
Core Drive 6: Scarcity & Impatience: In order to play (to learn a
language), you need lives. If you run out of lives, then you have to wait
until you regain life to learn again.
Core Drive 8: Loss & Avoidance: In Duolingo, players get lives. Every
time you fail a lesson, you lose a life. Run out of lives and you’ll have to
wait until you can continue learning.
Scaffolding Remember	the	flow	…
Elements Top-picked	game	elements	which	are	a	powerful	vehicle	for	learners
Mystery – this element requires the learners to fill the gap of
known with unknown. The learner has to use some information to
fill this gap but for that, they first need to find that information.
For instance, finding a hidden key to a closed door.
Action – Almost every game instantly start with an action. The
action that forces the learner to make a move. For instance,
finding a map, searching a shelter, collecting pieces etc. The action
is used to engage the learners immediately.
Challenge – Every human feel pleasure in overcoming challenges.
This runs in human’s DNA and that is why game developers
leverage this innate desire by challenging players at each step.
Elements
Risk – A game with no risk of life or collected coins is a piece of
boredom. A game is always appealing if it comes with the risk of
losing a ‘life’, a need to start over again or to lose all the collected
items just because of a wrong move. Such game elements, first
challenges and then improves the learner’s ability to focus and
make a strategic move.
Uncertainty – in this element, learners hold no idea about what
may come next in their way. For instance, can you solve the puzzle
and move to next level or you may get stuck in the round and
require to start over again
Progress Visibility – such game designs clearly tells learners what
must be done, where to start and how long it must go on. For
instance, in PacMan, you know the remaining dots and throughout
the stage, players follow through these dots, improving their
performance and chances of success.
Emotional Content – unlike learning modules, games bring up the
emotion of anger, sadness, enthusiastic happiness or frustration.
In short, it brings out the most valuable human aspect of
emotions. These game elements help in encouraging and
embracing different human emotions.
How to
Gamify ...
1) Determination	of	learners’	characteristics
2) Definition	of	learning	objectives
3) Creation	of	educational	content	and	activities	for	gamification
1) Multiple	performances
2) Feasibility
3) Increasing	difficulty	level
4) Multiple	paths
4) Adding	game	elements	and	mechanisms
A	Simple	Workflow
Tools
BUILD VS. BUY
Tools
AUTHORING
Tools
BRANCHING
Twine
Tools
2D GAME ENGINE
Tools
3D GAME ENGINE
Future Not	so	far	…
References
GAMIFICATION	IN	EDUCATION	
Gabriela	Kiryakova1	,	Nadezhda Angelova2	,	Lina	Yordanova3
Yu	Kai	Chou
Actionable	Gamification	Book	&	Website
Karl	M.	Kapp
Book,	Presentations	and	workshops
Thanks	to	all	of	them!
Alireza Ranjbar Shourabi
@ARSHourabi
THANK YOU!

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