game design: new ways to engage students for nafsa 2015

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Samantha Martin Chief Information Officer & Co-Founder [email protected] Game Design New Ways to Engage Students May 29, 2015

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Samantha Martin Chief Information Officer & Co-Founder [email protected]

Game Design New Ways to Engage Students

May 29, 2015

projecttravel.com

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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3 Game Design

Elements

Onboarding

Engagement & Progression Loops

Rewards

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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]

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