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Transaction seminar on Gamification

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WHERE DOES GAMIFICATION COME FROM?

Games = engaging

FLOW §  clear goal §  clear progress §  clear and immediate feedback §  balance of challenges and skills

Graph from Deterding, S. et al, 2011

WHERE DOES GAMIFICATION COME FROM?

Games = engaging

Gamification = using these characteristics

From Fitz-Walter, Z. (2013)

WHAT IS GAMIFICATION?

“the use of game design elements in non-game contexts” Deterding et al. (2011)

§ Game ≠ play

“While gaming is rule bound and goal-oriented, playing is an open-ended activity with strong exploratory tendencies” Knaving & Björk (2013 : 2)

WHAT IS GAMIFICATION?

“the use of game design elements in non-game contexts” Deterding et al. (2011)

§ Game ≠ play § Elements ≠ whole systems/full games

WHAT IS GAMIFICATION?

“the use of game design elements in non-game contexts” Deterding et al. (2011)

§ Game ≠ play § Elements ≠ whole systems/full games § Non-game contexts

EXTRINSIC VS. INTRINSIC

Extrinsic = rewards (points, badges etc)

Behaviour + Rewards = FUN!

EXTRINSIC VS. INTRINSIC

Extrinsic = rewards (points, badges etc)

Intrinsic = autonomy + competence + relatedness

“The gamification model should not obscure the main activity” Knaving & Björk (2013 : 3)

IS IT A GAME?

≠ serious games; games with a purpose; edutainment

The primary purpose of the game is not to entertain but §  To train/educate §  Advertisement § Marketing

Educational games / Edutainment §  “Refers to entertainment games that are designed to be

educational” (SGU : 2011)

IS IT A GAME?

≠ serious games; games with a purpose; edutainment

“Whereas “serious game” describes the design of full-fledged games for non-entertainment purposes, “gamified” applications merely incorporate elements of games” Deterding et al. (2011 : 11)

Math Blaster (1997)

AXA Equitable – Pass it on! - 2011

LA VITA È BELLA

IS IT A GAME?

A question of point of view?

§  From the user’s point of view §  From the designer’s point of view: design goals

“[Gamified applications] are built with the intention of a system that includes elements from games, not a full ‘game proper’.” Deterding et al. (2011 : 12)

Deterding, S. et al, 2011

Deterding, S. et al, 2011

Andrzej Marczewski, 2013

QUEST TO LEARN

§ Created in 2009, New York § Katie Salen

§ School and curriculum based on games and game design § Design and complex problem solving §  Learning by doing

DUOLINGO

§ Website + app §  Learn foreign languages

CLASSCRAFT

§ Developed by Shawn Young (Sherbrooke, Quebec) § High school teacher

§  Focused on students’ behaviours §  Arriving on time §  Not disturbing the class §  Asking questions §  Handing in assignments on time

MY PROJECT

§ Gamification of language learning § Norwegian upper secondary schools (VG2)

§  Lack of engagement: How to enhance motivation?

§ Creation of a digital solution to support learning and collaboration between students

MY PROJECT

Focus on: § Collaboration between peers

§ Agency

§  Interaction

CHALLENGES

§  Assess correctness of answer? § Not one correct answer § Focus on communication or grammar?

§ Difficult to create a safe space

§ Contact with the target language § Write and speak § Read and listen

SOME ISSUES AND QUESTIONING

§ Points

§  Leaderboards

§ Competition vs Collaboration

Mock-up (Cruaud, 2013)

Mock-up (Cruaud, 2013)

THE PLAYER’S JOURNEY – AMY JO KIM

> Clear messages!

> The social engagement loop: § Onboarding § Habit-Building § Mastery

“The novice users have to learn about the system (knowledge, competency), the regular users need new things to do to keep using the system (engagement), while the enthusiasts need recognition elements, such as exclusive features, to keep being interested (engagement).” Marache-Francisco & Brangier (2013 : 129)

Let’s watch some videos ☺ !