Gamification of Education NAGC 2012

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    ANGELA HOUSAND

    BRIAN HOUSAND

    bit.ly/nagc2012

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    y g

    AGAMES AND PLAY

    BMOTIVATION

    Ccontracts

    DgamificationG PLATFORMS

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    LEVEL ONEGAMES

    and

    PLAY

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    what isa game

    OBJECTIVESRULES OBSTACLES

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    GAMESARE

    VOLUNTARY

    GAMESOFFER

    CHOICES

    CHOICESHAVE

    CONSEQUENCES

    CONSEQUENCES

    OFFERFEEDBACK

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    FREEDOM TO

    EXPERIMENT

    FREEDOM TO FAIL

    FREEDOM TO TRY ON

    DIFFERENT IDENTITIES

    FREEDOM OF EFFORT-Scot Osterweil

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    10,000

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    1) Active, Critical Learning Principle

    2) Design Principle

    3) Semiotic Principle

    4) Semiotic Domains Principle

    5) Meta-level thinking about Semiotic Domain Principle

    6) "Psychosocial Moratorium" Principle

    7) Committed Learning Principle

    8) Identity Principle9) Self-Knowledge Principle

    10) Amplification of Input Principle

    11) Achievement Principle

    12) Practice Principle

    13) Ongoing Learning Principle

    14) "Regime of Competence" Principle

    15) Probing Principle

    16) Multiple Routes Principle

    17) Situated Meaning Principle18) Text Principle

    19) Intertextual Principle

    20) Multimodal Principle

    21) "Material Intelligence" Principle

    22) Intuitive Knowledge Principle

    23) Subset Principle

    24) Incremental Principle

    25) Concentrated Sample Principle

    26) Bottom-up Basic Skills Principle

    27) Explicit Information On-Demand and Just-in-Time Principle

    28) Discovery Principle

    29) Transfer Principle

    30) Cultural Models about the World Principle

    31) Cultural Models about Learning Principle

    32) Cultural Models about Semiotic Domains Principle

    33) Distributed Principle

    34) Dispersed Principle35) Affinity Group Principle

    36) Insider Principle

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    Games are the most elevated form of investigation.

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    LEVEL TWOMOTIVATION

    AND

    FLOW

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    Motivation(Malone & Lepper, 1987)

    Curiosity

    Control

    Optimal Challenge

    Fantasy

    Interpersonal(Cooperation, Competition, & Recognition)

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    Curious

    Independent

    Attracted tocomplexity

    Originality inthought and action

    Willing to take risks Aware of their own

    creativeness

    Need to produce

    CreativelyGifted

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    Motivation is Complex

    Perception ofCompetenceExperience of Autonomy

    Sense of Control

    Willingness to Pursue GoalsPersistence when Challenged

    Enjoyment or Interest

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    Intrinsic Motivation(Self-Determination Theory)

    Perception ofCompetenceExperience ofAutonomy

    Sense of Control

    Willingness to Pursue GoalsPersistence when Challenged

    Enjoyment or Interest

    Relatedness

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    RELATEDNESS...

    Feeling connected to others and having a

    sense of belonging to a community.

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    COMPETENCE

    Ability to demonstrate ones capacity forsuccess when faced with a challenge or

    opportunity.

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    COMPETENCE

    Feelings of competence shape a personswillingness to actively engage and persist in

    different behaviors.

    (Bandura 1986, 1997)

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    Autonomy

    The more autonomous(self-determined) a personbelieves their behavior tobe the greater the personal

    satisfaction and enjoymentfrom engaging in thatbehavior.

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    ONTARGET

    Autonomously-Motivated Students

    Higher academic achievement

    Higher perceived competence

    More positive emotionality

    Higher self-worth

    (Reeve, 2002)

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    ONTARGET

    Autonomously-Motivated Students

    (Reeve, 2002)

    Preference for optimal challenge

    Enjoy engaging challenges Stronger perceptions of control

    Greater creativity

    Higher rates of retention

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    Motivation(Malone & Lepper, 1987)

    Self-Determination(Deci & Ryan, 1980; 2000)

    Curiosity Goal Pursuit

    Control Autonomy

    Optimal Challenge Competence

    Fantasy Achievement

    Interpersonal(Cooperation, Competition, & Recognition) Relatedness

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    Apathy

    Flow

    Cha

    nnel

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    To Experience FLOW...

    ...the task must

    provide clear goals and feedback.

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    ...one must

    become immersed in the activity.

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    ...the task must

    be challenging and require skill.

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    ...one must

    learn to enjoy immediate experience.

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    ...one must

    loose ones sense of self.

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    Apathy

    Flow

    Cha

    nnel

    IncreasingSkills

    IncreasingSkillsIncrea

    sing

    Challenge

    Increasing

    Challenge

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    Motivation(Malone & Lepper, 1987)

    FLOW(Csikszentmihalyi, 1975)

    Curiosity Clear Goal

    ControlAdjust Performance

    Based on Feedback

    Optimal Challenge Balance Challenge & Skill Level

    Fantasy Enjoyment

    Interpersonal(Cooperation, Competition, & Recognition) Transcend Self

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    LEVEL THREE

    LEARNING

    CONTRACTS

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    ClearExpecta,ons

    Authen,cAudience

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    ATimelinewith

    FeedbackOpportuni,esBuilt-in

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    ClearContent&Resources

    Accountability

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    ClearStrategies&Skills

    Accountability

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    Agreementbetweenteacher&student

    Studentindependence&autonomy

    Increasedstudentresponsibility

    Providesfreedominacquiringskills

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    Motivation(Malone & Lepper, 1987)

    FLOW(Csikszentmihalyi, 1975)

    LearningContracts

    Curiosity Clear Goal Clear Expectations

    ControlAdjust Performance

    Based on Feedback

    Benchmarks &

    Defined Responsibility

    Optimal ChallengeBalance Challenge &

    Skill LevelDefined Content &

    Skills

    Fantasy Enjoyment Achievement

    Interpersonal

    (Cooperation, Competition, &Recognition) Transcend Self Authentic Audience

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    10,000

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    PersonEnvironmentFit

    Person/Environmentfitisthedegreetowhicha

    personortheirpersonalityiscompa8blewiththeir

    environment

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    GoodEnvironmentalFitOccursWhen:

    Apersonadjuststotheirsurroundings

    AND

    Theenvironmentadaptstofittheirneeds

    L i

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    Motivation(Malone & Lepper, 1987)

    FLOW(Csikszentmihalyi, 1975)

    LearningContracts

    Gamification(McGonigal, 2010)

    Curiosity Clear Goal ClearExpectations

    Clear Objective

    ControlAdjusted

    Performance

    Benchmarks &

    Responsibility

    Blissful

    Productivity

    OptimalChallenge

    BalanceChallenge &Skill Level

    DefinedContent & Skills

    UrgentOptimism

    Fantasy Enjoyment Achievement Epic Win

    Interpersonal(Cooperation, Competition, &

    Recognition) Transcend Self

    Authentic

    Audience Social Fabric

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    LEVEL FOUR

    GAMIFICATION

    GAME

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    While most games contain a clear reward system for players (moving up a level, receiving badges or points, etc.),what may be most appealing to educators is that games provide students

    A SAFE PLACE TO LEARN FROM FAILURE.In games, exploration is inherent and there are generally no high-stakes consequences. Children are able to

    EXPERIMENT AND TAKE RISKSTO FIND SOLUTIONS

    without the feeling that they are doing something wrong.

    GAMES ENCOURAGE STUDENTS TOMAKE AND LEARN FROM MISTAKES,

    which is a particularly important concept in the K-12 setting.

    GAMEBASEDLEARNING

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    GAMIFICATION:The use of game

    elements and

    game-design

    techniques in

    non-gamecontexts.

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    POINTS BADGES LEADERBOARDS

    POINTS

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    POINTS

    Effectively Keep ScoreDetermine WIN State

    Connection Between Progressand Reward

    Provide Feedback

    External Display of Progress

    Data for Game Designer

    BADGES

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    BADGES

    Goals to Strive Toward

    Guidance About Possibilities

    Visual Markers ofAccomplishment

    Status Symbols

    Tribal Markers

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    LEADERBOARDS

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    ENGAGE

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    GAMIFICATION OFFERS CHOICE

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    COLLABORATION

    CONTENT

    CHOICE

    -Alfie Kohn

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    DEFINE LEARNING

    OBJECTIVES

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    2. Delineate Target BehaviorsDELINEATE TARGET BEHAVIORS

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    DESCRIBE YOUR PLAYERS

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    DEVISE

    ACTIVITY

    CYCLES

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    DONT

    FORGET

    THE

    FUN!

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    DEPLOY

    APPROPRIATE

    TOOLS

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    LEVEL FIVE

    PLATFORMS FOR

    GAMIFICATION

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    STARLegacy

    CHALLENGE

    PERSPECTIVES& RESOURCES

    THOUGHTS

    ASSESSMENT

    WRAP UP

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    ROAD

    TO

    GIFTED

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    Edmodo is a free, secure, social learning platform

    for teachers, students, schools, and districts.

    FREE!

    FEATURES:

    Groups

    Messages

    AssignmentsCalendar

    Poll

    Student Emails NOT required!

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    http://help.edmodo.com/teachers/

    how-to-createmanage-badges/

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    http://help.edmodo.com/teachers/

    how-to-createmanage-badges/

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    GAME OVER

    ?????

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    ENDURINGLY

    NGAGING

    XPERIENCES

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    92

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    Jackson, L. A., Witt, E. A ., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.Computers in Human Behavior, 28(2), 370-376.

    CREATIVITY

    COMPUTER

    USE

    INTERNET

    USE

    CELL

    PHONE

    USE

    VIDEO

    GAME

    PLAY

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    Jackson, L. A., Witt, E. A ., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.Computers in Human Behavior, 28(2), 370-376.

    CREATIVITYVIDEO

    GAME

    PLAY

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