play as you learn gamification as a technique for motivating learners
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Play As You Learn Gamification as a Technique for Motivating Learners. Dr. Ian Glover Sheffield Hallam University, UK [email protected]. Gamification. Using game-design concepts in domains Typically, but not exclusively, from computer games - PowerPoint PPT PresentationTRANSCRIPT
Play As You LearnGamification as a Technique for Motivating Learners
Dr. Ian GloverSheffield Hallam University, UK
Gamification• Using game-design concepts in domains
– Typically, but not exclusively, from computer games
• Distinct from Game-Based Learning and Serious Games– Gamification adds an extra layer over existing
activities– GBL and SG uses games as the learning medium
Motivation• Intrinsic
– Personal– Strong
• Extrinsic– External– Weak (usually)
• Mixed motivations common– e.g. interested in the topic, but also
want to gain recognition from peers.
Key Game Concepts
• Goal-focused activity
• Reward mechanism(s)
• Progress tracking
Goal-focused Activity• Working towards clearly defined targets
• Large goals should be broken down into sub-tasks
• Each sub-task should progress towards the overall goal
Reward Mechanism(s)• Different mechanisms appeal to different people:– Peer recognition– Awards– Benefits / Prizes
• Unappealing rewards have little motivational effect
• Possibly allow learners to choose rewards
Progress Tracking• Progress within overall goal, and any sub-tasks, should be readily available
• Progress can be shown relative to peers – e.g. Leaderboards
• Progress tracking is not a substitute for assessment
Existing Uses of GamificationEducation Uses
• Open Study• ClassDojo• Open Badges• Webmaker
Business Uses
• Passport to Professional Skills
• Online Travel Training
• 'Gold stars'Other Uses• Academic Experts• Chore Wars• Crowdrise• my1login
• RedCritter Tracker• Badgeville• FourSquare• DevHub
Quick Exercise
How would you Gamify Edmedia?
• What would be the goal?
• What would you encourage/discourage?• What rewards would you give?• How would you track activity?
• Over-justification effect– Extrinsic motivation can have negative effect on intrinsically
motivated learners (Groh, 2012)
• Only creates illusion of activity being rewarding (Teti, 2012)
• Encourages addicted/compulsive behaviour? (Zichermann, 2011)
• 'Rankings' may discourage some people (Williams, 2012)
Criticism of Gamification
• Is motivation a problem?• Are there behaviours to encourage/discourage?• Does the activity lend itself to game concepts?• Would this create a parallel assessment route?• Would some learners be favoured over others?• What rewards would work best?• Are rewards too easy to obtain? • Will it encourage learners to spend too long on particular activities?
To Gamify or Not?
• e-Learning systems routinely capture data useful for gamification– Link Classroom Clickers to leaderboards– Publicly rank learners according to grade– Adaptively release new materials and activities upon mastery
• Encourage cooperative/collaborative learning– Reward contribution to forums, wikis, etc.– Issue badges for achievement
• More ideas: http://www.growthengineering.co.uk/how-to-gamify-15-ways-to-introduce-gaming-concepts-into-elearning
Gamifying e-Learning
Gamification+ is a recent term for an established idea+ can be a useful motivational tool+ is particularly suited to behavioural
reinforcement + lends itself well to e-Learning
– isn't for every situation– may have negative effects– needs careful planning
Questions?
Dr. Ian GloverSheffield Hallam University, UK
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• Groh, F. (2012). Gamification: State of the Art Definition and Utilization. In Proceedings of the 4th seminar on Research Trends in Media Informatics, 39-46.
• Teti, J. (2012). Rev. of Assassin’s Creed III. The Gameological Society.
• Williams, J. (2012). The Gamification Brain Trust: Intrinsically Motivating People to Change Behavior (part 2). Gamesbeat.
• Zichermann, G. (2011). Gamification has issues, but they aren’t the ones everyone focuses on. [Editorial] O’Reilly Radar.
References