Gamification / Social Gamification of Education

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A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.

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jmapsimoes, 2012 1

Gamification / Social Gamification

Contributions for a Definition(in an educational context)

Jorge Simões, 2012

jmapsimoes@gmail.com

@jmapsimoes

jmapsimoes, 2012 2

Gamification

The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.

(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. In Proceedings of MindTrek 2011 and

Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior (2010) )

jmapsimoes, 2012 3

Social Gamification

The use of design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors.

Video games Gamification

Social Games Social Gamificati

on

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“... game design elements ...”

or“Game mechanics”“Game dynamics”“Frameworks”“Gameplay mechanics”“Game thinking”“Game attributes” (and also, game mechanics/dynamics, game design principles, gaming psychology, player journey, game play scripts and storytelling, and/or any other aspects of games)

There are different levels and perspectives of “Game Design Elements”

Not just badges!

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“... non-game contexts ...”Several domains: health, work, training,

environment,government, everyday life, etc,

and also ...

Education

E-learning

Social Learning Environments

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“... game like engagement ...”

Intrinsic motivation (autonomy, mastery and purpose)

Extrinsic motivation (rewards, punishment)

Flow (“In a state of flow, an activity is performed for enjoyment and

pleasure rather than be driven by any extrinsic motivator”)

- Mihály Csíkszentmihályi, “Flow: The Psychology of Optimal Experience”

- Daniel Pink, “Drive”

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“... desired behaviors ...”To “engage people, motivate action, promote learning,

and solve

problems” (*)

Applied to:

Students

Increasead engagement in school’s activities and higher motivation to achieve better learning outcomes.

Teachers

Reward and appraise students; setup engaging activities; provide flow.

ParentsRecognize and reward their children’s work; motivation for a deeper envolvement in school’s activities.

(*) From Karl Kapp’s definition of gamification: “game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems”

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Framework

A framework for social gamification applied to a social learning environment

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Framework

Desired Behaviors

Game Design

Elements

Learning Activities

GamificationTools