game design: new ways to engage students for nafsa 2015
TRANSCRIPT
Samantha Martin Chief Information Officer & Co-Founder [email protected]
Game Design New Ways to Engage Students
May 29, 2015
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What is ‘gamification’?
Using game elements and game design in non-game
contexts to engage people and solve problems.
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The Why & How of ‘Gamification’
Solve a problem in a new way. Increase motivation or
participation. Improve the experience of a ‘chore’. Change
behavior. Customer loyalty.
e.g. Fitocracy (get fit), Coursera (finish a course), FoldIt
(crowdsourced cancer research), U. of Hawaii Kukuui Cup
Challenge (save energy in student residence hall), VW Fun
Theory (speed less, walk more, recycling, etc.)
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Games motivate us to participate more fully in whatever
we're doing…Organizations will need to become effective
players in an emerging engagement economy.
Jane McGonigal in ‘Reality is Broken: Why Games Make Us Better and How
They Can Change the World’“
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Game Design
In Education
Duolingo (Language learning)
Quest to Learn (K-12 classroom learning)
Project Travel - Via (international education processes)
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Onboarding “Impossible to Fail”
• Guides • Highlighting • Feedback • Limited Options • Limited Obstacles (‘monsters’)
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Engagement & Progression Loops Our brains love challenge & feedback.
Motivation
Action
Feedback
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Rewards Intrinsic rewards have longer-term pay-offs. Extrinsic rewards are
best used as a surprise.
Intrinsic
• Unlocking access
• Unlocking content or information
• Badges (symbol of accomplishment, possibly comes with social
recognition)
Extrinsic
• Tangible
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Final Thought
Game Design
Game design engages students
and helps them progress towards
global opportunities when they
are not directly in an advising
session or event.
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Resources ‘Gamification’, Online course hosted by Coursera, by Kevin Werbach. Taken in 2014.
coursera.org/course/gamification
Reality is Broken: Why Games Make Us Better and How They Can Change the
World by Jane McGonigal. New York : Penguin Press, 2011
Achievement Unlocked: Digital Games as a Key to Learning, by Gayle Allen,
Esteban Sosnik, Kristen Swanson, and Cameron White pages.brightbytes.net/rs/
brightbytes/images/CoLabWhitepaper.pdf
Designing for Growth: A Design Thinking Tool Kit for Managers by Jeanne Liedtka
and Tim Ogilvie, New York : Columbia University Press, 2011
Failure is not the Other ‘F’ Word, by Samantha Martin, NAFSA Blog April 2015,
Access online at http://blog.nafsa.org/2015/04/16/failure-is-not-the-other-f-word/
#martin
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Samantha Martin Chief Information Officer Project Travel [email protected]
want to continue the conversation?