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Presented at 3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM 4th July 2012
Citation preview
A Social Gamification Framework for a K-6
Social Network
Jorge Simões, Instituto Superior Politécnico Gaya, PortugalRebeca Díaz Redondo, Universidad de Vigo, SpainAna Fernández Vilas, Universidad de Vigo, Spain
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM 1
A Social Gamification Framework for a K-6 Social Network
Motivations for research in Game-based Learning and
Gamification of Education.
How Game-based Learning has been applied in schools.
Gamification and Social Gamification: definitions.
Research guidelines and main features for a social
gamification framework.
Applying social gamification in a social learning
environment.
Conclusions and Future work.
23rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Young people today grow up immersed in a myriad of digital devices, thinking and processing information in a radically different way from their predecessors.
33rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
They share common interests…... They need new ways of learning that are more interactive, participative, engaging and individualized.
4
http://www.mackcollier.com/how-much-does-social-media-cost-in-2011/
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
5
Young people like
videogames
Young people don’t
feel motivated by school
and
We got students engaged in
school activities
Solution ?
Game-based Learning
Use videogames in schools
Teachers face a problem
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Approaches to Game-based Learning:
6
• Using commercial off-the-shelf videogames
• Contents are limited and may not be complete and accurate
• Require large budgets to compete in quality with commercial videogames
• Need for teachers with expertise in game design and game development
• Using serious games
• Put students building their own games
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Another approach …
7
Young people like
videogames
Young people don’t like school
and
We got students engaged in
school activities
Gamification of Education
Solution ?Using game
elements in learning activities
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Gamification
8
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) )
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
9
http://www.gartner.com/hc/images/215650_0001.gif
Gartner Hype Cycle
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
10
Before 2010 the word “gamification” had never been searched into Google
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Social Gamification
11
The use of game design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors.
Gamification
Social Gamificatio
n
Video games
Social Games
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Gamification
12
The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
“… game design elements …”
13
also known as …
“Game mechanics”
“Game dynamics”
“Frameworks”
“Gameplay
mechanics”
“Game thinking”
“Game attributes”
“Game metaphors”(list of game mechanics in http://gamification.org/wiki/Game_Mechanics)
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
“… non-game contexts …”
14
Education:
• High potential for the application of gamification.
• Schools already use several game elements:
Points for completing assignments Points translate to badges (grades) Rewards for desired behaviors Punishments for undesirable behaviors New level at the end of an academic
yearLee, J., Hammer, J.: Gamification in Education: What, How, Why Bother? Academic
Exchange Quarterly, 15(2) (2011)
(see Extra Credits: Gamifying Education Video)
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
“… game like engagement …”
15
• Using game elements does not translate directly to engagement
RQ1: “how can social gamification help educators and schools to motivate students?”
http://progresswars.com/
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
“… desired behaviors …”
16
• How and under what circumstances can game elements drive learning behavior?
RQ2: “how effective is the use of social gamification in education?”
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Research Guidelines:
17
• Identify the most common game elements that are present in social games;
• Choose a set of those game elements for implementation in a K-6 social learning environment;
• The platform will then include a set of gamification tools that will be used with two purposes:
• Improving users’ loyalty and motivating them to a more active use of the platform.
• Enable teachers to set up gamified and personalised learning activities.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
The framework should enable teachers to:
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• Allow repetead experimentation;
• Include rapid feedback cycles;
• Adapt tasks to skill levels;
• Increase tasks’ difficulty as students’ skills improve;
• Break complex tasks into shorter and simple sub-tasks;
• Allow different routes to success;
• Allow the recognition and reward by teachers, parents and other students.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Behaviors and Attitudes:
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• Motivate and engage students in their learning processes;
• Allow students to try new identities and roles;
• Develop a school-based identity;
• Motivate students to improve their skills with social rewards
and other incentives;
• Help students to deal with failure as part of the learning
process;
• Allow students to experience flow when learning a subject or
performing a school activity.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
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The social gamification framework to be provided with the ongoing research work will be tested with an existing social learning platform:
schoooools.com
Context of Use
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
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Goals: empower children, preteens, parents, and educators to benefit from the enormous educational potential of Web 2.0 and social networks.
The platform was especially designed for 6 to 12 years old children.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
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• Personal Learning Environment (PLE) interoperable with
traditional LMS;
• Wiki-based, simple, easy to use, open, organic,
collaborative, fun, …
• Web Social, Web 2.0: email, blogs, wikis, chat, social
networks, social bookmarking, …
• Collaborative editors: text, drawings, cartoons,
newspapers, music, radio, video, movies, TV, games, ...
• Simplicity, usability, accessibility, security, privacy.
Schoooools.com Main Features:
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
23
Gamification Features by User Profile
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
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Other Existing Gamification Services and Products
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
25
• the popularity of video games and the existence of a generation
of digital natives who are also gamers;
• Social games brought new types of players especially those who
are motivated by social interaction, participation and knowledge
sharing;
• One step beyond GBL, gamification emerged as a new trend in
the last couple of years;
• Finding how to apply social gamification in education, as an
alternative approach to GBL, and validating its application are the
main goals of our work
Conclusions:
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
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• Implement the proposed social gamification framework;
• The framework will be a step-by-step guide in designing socially
gamified learning contents;
• A social learning environment - schoooools.com - will provide a
set of gamification tools, organized as a dashboard to help teachers
to set, personalise and deploy gamified learning contents;
• Test and validate our work with the participation of students,
parents and teachers;
• Contribute with empirical evidence about the use of social
gamification.
Future Work:
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM
A Social Gamification Framework for a K-6 Social Network
Thank you,
Jorge Simões, Instituto Superior Politécnico Gaya, Portugal
@jmapsimoes
http://pt.linkedin.com/in/jmapsimoes
273rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM