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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
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)
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)
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)
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
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
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
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)