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Play As You Learn
Gamification as a Technique
for Motivating Learners
Dr. Ian Glover
Sheffield Hallam University, UK
i.glover@shu.ac.uk
Gamification
• Using game-design concepts in domains
– Typically, but not exclusively, from computer games
• Distinct from Game-Based Learning and
Serious Games
– Gamification adds an extra layer over existing
activities
– GBL and SG uses games as the learning medium
Main Uses
Generally used for two purposes:
• Motivating people to undertake specific
(optional?) activities
• Encouraging 'good' behaviours and
discouraging 'bad' behaviours (in kids), or
encouraging focus on a technique to develop
mastery (in adults)
Motivation
• Intrinsic
– Personal
– Strong
• Extrinsic
– External
– Weak (usually)
• Mixed motivations common
– e.g. interested in the topic, but also
want to gain recognition from peers.
Key Game Concepts
• Goal-focused activity
• Reward mechanism(s)
• Progress tracking
Goal-focused Activity
• Working towards clearly defined targets
• Large goals should be broken down into sub-
tasks
• Each sub-task should progress towards the
overall goal
Reward Mechanism(s)
• Different mechanisms appeal to different people:
– Peer recognition
– Awards
– Benefits / Prizes
• Unappealing rewards have little motivational effect
• Possibly allow learners to choose rewards
Progress Tracking
• Progress within overall goal, and any sub-
tasks, should be readily available
• Progress can be shown relative to peers
– e.g. Leaderboards
• Progress tracking is not a substitute for
assessment
Existing Uses of Gamification
Education Uses
• Open Study
• ClassDojo
• Open Badges
• Webmaker
Business Uses
• Passport to Professional Skills
• Online Travel Training
• 'Gold stars'
Other Uses
• Academic Experts
• Chore Wars
• Crowdrise
• my1login
• RedCritter Tracker
• Badgeville
• FourSquare
• DevHub
Quick Exercise
How would you gamify TELFest?
• What would be the goal?
• What would you encourage/discourage?
• What rewards would you give?
• How would you track activity?
Gamification of TELFest
Farzana Latif
University of Sheffield
• Over-justification effect
– Extrinsic motivation can have negative effect on intrinsically
motivated learners (Groh, 2012)
• Only creates illusion of activity being
rewarding (Teti, 2012)
• Encourages addicted/compulsive behaviour?
(Zichermann, 2011)
• 'Rankings' may discourage some people (Williams,
2012)
Criticism of Gamification
• Is motivation a problem?
• Are there behaviours to encourage/discourage?
• Does the activity lend itself to game concepts?
• Would this create a parallel assessment route?
• Would some learners be favoured over others?
• What rewards would work best?
• Are rewards too easy to obtain?
• Will it encourage learners to spend too long on
particular activities?
To Gamify or Not?
• e-Learning systems routinely capture data useful for
gamification
– Link Classroom Clickers to leaderboards
– Publicly rank learners according to achievement
– Adaptively release new materials and activities upon mastery
• Encourage cooperative/collaborative learning
– Reward contribution to forums, wikis, etc.
– Issue badges for achievement
• More ideas: http://
www.growthengineering.co.uk/how-to-gamify-15-ways-to-introduce-gaming-concepts-into-elearning
Gamifying e-Learning
Gamification
+ is a recent term for an established idea
+ can be a useful motivational tool
+ is particularly suited to behavioural
reinforcement
+ lends itself well to e-Learning
– isn't for every situation
– may have negative effects
– needs careful planning
Questions?
Dr. Ian Glover
Sheffield Hallam University, UK
i.glover@shu.ac.uk
• Groh, F. (2012). Gamification: State of the Art Definition and Utilization. In
Proceedings of the 4th seminar on Research Trends in Media Informatics, 39-46.
• Teti, J. (2012). Rev. of Assassin’s Creed III. The Gameological Society.
• Williams, J. (2012).
The Gamification Brain Trust: Intrinsically Motivating People to Change Behavior
(part 2). Gamesbeat.
• Zichermann, G. (2011).
Gamification has issues, but they aren’t the ones everyone focuses on. [Editorial]
O’Reilly Radar.
References

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Play As You Learn

  • 1. Play As You Learn Gamification as a Technique for Motivating Learners Dr. Ian Glover Sheffield Hallam University, UK i.glover@shu.ac.uk
  • 2. Gamification • Using game-design concepts in domains – Typically, but not exclusively, from computer games • Distinct from Game-Based Learning and Serious Games – Gamification adds an extra layer over existing activities – GBL and SG uses games as the learning medium
  • 3. Main Uses Generally used for two purposes: • Motivating people to undertake specific (optional?) activities • Encouraging 'good' behaviours and discouraging 'bad' behaviours (in kids), or encouraging focus on a technique to develop mastery (in adults)
  • 4. Motivation • Intrinsic – Personal – Strong • Extrinsic – External – Weak (usually) • Mixed motivations common – e.g. interested in the topic, but also want to gain recognition from peers.
  • 5. Key Game Concepts • Goal-focused activity • Reward mechanism(s) • Progress tracking
  • 6. Goal-focused Activity • Working towards clearly defined targets • Large goals should be broken down into sub- tasks • Each sub-task should progress towards the overall goal
  • 7.
  • 8. Reward Mechanism(s) • Different mechanisms appeal to different people: – Peer recognition – Awards – Benefits / Prizes • Unappealing rewards have little motivational effect • Possibly allow learners to choose rewards
  • 9.
  • 10. Progress Tracking • Progress within overall goal, and any sub- tasks, should be readily available • Progress can be shown relative to peers – e.g. Leaderboards • Progress tracking is not a substitute for assessment
  • 11.
  • 12. Existing Uses of Gamification Education Uses • Open Study • ClassDojo • Open Badges • Webmaker Business Uses • Passport to Professional Skills • Online Travel Training • 'Gold stars' Other Uses • Academic Experts • Chore Wars • Crowdrise • my1login • RedCritter Tracker • Badgeville • FourSquare • DevHub
  • 13. Quick Exercise How would you gamify TELFest? • What would be the goal? • What would you encourage/discourage? • What rewards would you give? • How would you track activity?
  • 14. Gamification of TELFest Farzana Latif University of Sheffield
  • 15. • Over-justification effect – Extrinsic motivation can have negative effect on intrinsically motivated learners (Groh, 2012) • Only creates illusion of activity being rewarding (Teti, 2012) • Encourages addicted/compulsive behaviour? (Zichermann, 2011) • 'Rankings' may discourage some people (Williams, 2012) Criticism of Gamification
  • 16. • Is motivation a problem? • Are there behaviours to encourage/discourage? • Does the activity lend itself to game concepts? • Would this create a parallel assessment route? • Would some learners be favoured over others? • What rewards would work best? • Are rewards too easy to obtain? • Will it encourage learners to spend too long on particular activities? To Gamify or Not?
  • 17. • e-Learning systems routinely capture data useful for gamification – Link Classroom Clickers to leaderboards – Publicly rank learners according to achievement – Adaptively release new materials and activities upon mastery • Encourage cooperative/collaborative learning – Reward contribution to forums, wikis, etc. – Issue badges for achievement • More ideas: http:// www.growthengineering.co.uk/how-to-gamify-15-ways-to-introduce-gaming-concepts-into-elearning Gamifying e-Learning
  • 18. Gamification + is a recent term for an established idea + can be a useful motivational tool + is particularly suited to behavioural reinforcement + lends itself well to e-Learning – isn't for every situation – may have negative effects – needs careful planning
  • 19. Questions? Dr. Ian Glover Sheffield Hallam University, UK i.glover@shu.ac.uk
  • 20. • Groh, F. (2012). Gamification: State of the Art Definition and Utilization. In Proceedings of the 4th seminar on Research Trends in Media Informatics, 39-46. • Teti, J. (2012). Rev. of Assassin’s Creed III. The Gameological Society. • Williams, J. (2012). The Gamification Brain Trust: Intrinsically Motivating People to Change Behavior (part 2). Gamesbeat. • Zichermann, G. (2011). Gamification has issues, but they aren’t the ones everyone focuses on. [Editorial] O’Reilly Radar. References

Editor's Notes

  1. Linked infographic more about GBL than gamification per se. <number>
  2. <number>
  3. Borderlands 2 <number>
  4. everquest <number>
  5. OTT claim to have doubled module passes since introducing gamification, with pass rate increased by 65%. (total passes influenced by increase in learners) Conference social network uses profile badges <number>
  6. Voting on Q&A interactions Points for presentations/presiding ‘people’s choice’ award for best presentation on the day ‘newbie’ voting for most helpful delegate Etc. <number>