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Gamification Mark Gill BSc HND DipHE Lecturer in Games Development 10080384

Mark Gill BSc HND DipHE Lecturer in Games Development 10080384

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Gamification Mark Gill BSc HND DipHE

Lecturer in Games Development10080384

Who plays games?59% of all 6-65 year olds are gamers in the

UK100% of 6-10 year olds are gamers3 Billion hours a week gaming worldwide

What is gamification?

“Gamification, defined as the use of game-mechanics, dynamics, and frameworks to

promote desired behaviours.”

Gamification“The use of game elements and game design

techniques in non game context”

Nike running appReward cardsNectar pointsVirtual classrooms

Why use Gamification in education?

Progress recordingImproved communicationMotivation and engagementInteractive student centred learningPromote goal setting and achievementPromote control over students own learningGame elements driving positive learning

behaviours

Drive engagement

4 main ways to drive engagement

1. Accelerated feedback cycles2. Clear Goals and rules of play3. A compelling narrative4. Challenging but achievable tasks

Engagement and progression loops

MotivationActionFeedback

Small challenges Part of the whole

Gamification in practiceSome schools are using gamification

techniques in the classroom.

The course is portrayed as a “quest”, where students can earn points for different activities, such as commenting on a blog, and collect badges at particular levels. Each week Prof Johnson recognises those students who have climbed a level…

Temple U. Fox School of Business

Concepts of gaming we can harnessProgression

Levels -ramp up and unlock content

Points/score -increase the running numerical value of work

In game currency -earn virtual currency for tasks

Investment Achievements -Earn public recognition for completing

work

Appointments -Check and receive new challenges

Collaboration -work with others to accomplish goals

Further learning -Create something of personal interest

popularity -be incentivised to shared and involve others

Cascading information theoryContinually unlock information

Bonuses -Receive unexpected rewards

Countdowns -tackle challenges within a limited time

Loss Aversion -avoid loosing what you have gained

Infinite play -learn to keep persisting rather than give up

Synthesis of skills -Use multiple skills at once

Goal setting -Set goals to help progression

Discovery -navigate through a learning environment to find knowledge

What are the key features?

Rewards - we all like to win

Rankings -xp/ leader boards

Communication -avenues of communication

Feedback - direct fast feedback loops

Avatars - exploration of roles and self projection

Individualised Learning plansVisual mapping and progressionAccess to Study materials and guides

Rewards and rankingsProgress charted with tasks to completeXp gained through tasks building up to “levels”Scores tallied on tables against peers Rewards for the class as a whole doing wellRewards for consolidated effortRewards for most improvedRewards for helping others

Those at the top cannot progress without working in a group

Reward achievers with virtual medals or trophies

Two main types of gamification

Instructor leadQuick instant feedbackAdaptable to learners needs

Computer basedAutonomous Individually paced

Instructor leadSet missions, challenges or quests Planned Interactive activitiesInclude choice, chance and reward

Developing scoring systemsLinks to a holistic plan (scoreboard /

leaderboard)

Computer basedUtilise existing software

Social mediaARGS (alternate reality games)VR (Virtual reality)VLE (Virtual Learning environments)

Develop a VLE for students

VLESecond Life Examplehttp://

www.youtube.com/watch?v=HPDgEcHGzRQ1.10

Fold ithttp://

www.youtube.com/watch?v=iYMU5cMTdeYYEA SCIENCE!

In use todayClass dojohttp://www.youtube.com/watch?v=KaeNSYJvr

n0&feature=player_embeddedGoalbookStudent ILP teams and social mediahttp://vimeo.com/27145045Course Herohttp://www.youtube.com/watch?v=CEaTk9q6

gCw&feature=player_embedded

Summary

Gamification can give a familiar, friendly framework to learners allowing them to positively chart their own success.

Try gamify a workbased activity and see the difference

Gamification.org/educationhttp://gamification.org/education