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USDLA 2014
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Project concept
• Rooted in conversation about games and
student motivations.
• How do we keep students motivated
through their academic career?
– Small step, could we take elements of games
and apply them to a course? In short : gamify
a course as a proof of concept?
– The pitch : let us break apart your course, and
put it back together “gamified”.
Goals
1. Rapid development
2. Werbach
– Develop agency by offering choices
– Define clear states of winning
– Offer front-loaded immediate feedback
3. Focus on scalability while maintaining
quality
Three Strategies
1. Don’t reinvent the wheel
– Use existing tools
– OER: Leaderboard
2. Empower students with choices
– Self-paced modules for didactic content
3. Focus on community
– Discussion board and groups
Implementation
• Icons: Scalability
• Complex module design– Business vs. Technology
– Point Value
– Self-paced vs. weekly due dates
• In addition to Syllabus– Extraneous Cognitive Load
– Emails
• Resources:– Paas, Renkel, & Sweller (2004)
– Edward Sanchez Blog, Jacob Nielsen, Don Norman
Implementation (cont.)
• The Leaderboard: Win-States, Feedback
– Points
– Levels
– Competition
• Intrinsic Motivation
– Time on Task
• Limitations• Resources:
– Chickering and Gamson (1987)
– Ryan & Deci (2000)
– http://projects.oscelot.org/gf/project/gamegogyleader/
Implementation (cont.)
• The Achievement System: Student Agency, Win-States, Feedback, Scalability
• Constraints:
– Avoiding the Badges tool in Bb: flexibility
– No increase in instructor work: scalability
• Examples:
– Passing the course
– Wide understanding (interrelated subjects)
– Deep understanding (high scores, advanced topics)
Discovery: HTML Achievements
Discovery: Adaptive Release
Initial:
‘Unachieved’ Badge visible
• “Dummy_single” column = 1
• “Dummy_total” column = “Dummy_single” + “Real” columns = 1+0 = 1
• Adaptive release rule set to visible if “Dummy_total” column < 2
Student meets requirements
• Completing this requirement gives a score for “Real” column = 10
• This makes “Dummy_total” column = 11
‘Achieved’ Badge replaces
‘Unachieved’ Badge
• Now “Dummy_total” column > 2, so “Unachieved” Badge no longer available
• “Achieved” Badge adaptive release rule set to visible if “Real” column = 10
Issue: Blackboard changes may be delayed, and therefore this process may not be instantaneous
U AModule
Results
• Time on task: more evenly distributed
• Twice as many students
• Retention rate increased from 85.7% to
92.3%
Contact Us
Project site http://bit.ly/1eJYEUO
Sunay Palsolé
Associate Vice Provost Educational Technology
Michael Anderson
Director of Online Learning
Josef Varga
Instructional Designer
OER Resource
Leaderboard
Spring, 2013Fall, 2013