20+ ways to add game-like elements to your learning designs
Post on 19-Sep-2014
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This slideshow was initially presented at the 2012 New Media Consortium Summer Conference in Cambridge, MA.TRANSCRIPT
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20+ Ways to AddGame-like Elements
to Your Learning Designs
Brett BixlerLead Instructional Designer
Penn State University
This presentation by Brett Bixler is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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Today
• Who am I?• Intro to the Educational Gaming
Commons• What is Gamification?• Types of Gamification• Elements of Gamification• Examples• Additional Resources and
Communities• Exercise• Open Discussion
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Who am I?• Lead Instructional
Designer• At PSU since 1984• Working on bringing
best practices/uses of educational technology to Penn State
• Founded the Educational Gaming Commons
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The Educational Gaming Commons• Goal
• Foster research, teaching, and learning around educational games, virtual worlds, and simulations.
• Staff• Brett Bixler – Founder and Evangelist• Chris Stubbs – Manager• Elizabeth Pyatt – Instructional Designer
• Web – http://gaming.psu.edu• Facebook - http://tinyurl.com/FBPSUEGC
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The EGC (contd)
• Projects• Engagement Initiatives• One-on-one consultations• Virtual Worlds Research and
Development• Sponsoring presentations, guest
speakers, etc.
• EGC Lab• Innovative space at PSU containing PCs,
game consoles, and a variety of games, virtual worlds, and simulations
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What can I do to make
instruction more compelling?
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What is it about this game
that appeals to you?
What is your favorite game?
Why?
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Gamification <> Games!
Gamification??!?
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What in the world is gamification and game-like elements?
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What’s Going On Here?
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Gamification Elements
• Gamification• The use of one or more "gamelike
elements" or dynamics in a non-game context to improve engagement or change behavior.
• Gamelike Elements• Pieces or mechanics that make up
games.
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Gamification – Surface-level & Deep
• Change overt parts of course/instruction• Grades = Levels• Quiz = Minion• Test = Boss• Final = Big Boss• Assignments = Crafting• Teams = Guilds
Surface-level Changes
• Change your activities to include gamelike elements.
• Examples: Team challenges, restructuring content to optimal challenge.
Deep Changes
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Gamification ElementsOver 25 Elements Exist
From http://gamification.org/wiki/Game_Mechanics
AchievementsAppointmentsBehavioral MomentumBlissful ProductivityBonusesCascading Info. TheoryCombosCommunity CollaborationCountdownDiscoveryEpic MeaningFree Lunch
Infinite GameplayLevelsLoss AversionLotteryOwnershipPointsProgressionQuestsReward SchedulesStatusUrgent OptimismVirality
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“Big” Gamification Elements
• Scaffolding (cascading information theory & progressive implementation)
• Feedback• Levels• Achievements & rewards
• reward success• points & progress bars• status/ ranks/badges
• Uncertainty and Expectation• Flow
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Scaffolding
• Match the level of task difficulty to the current ability of the student.
Cascading Information Theory
• Provide just enough support so the student can accomplish the task. Remove this “scaffolding” over time.
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Progressive Implementation
A series of tasks, from simple to complex, that lead towards the ultimate goal.
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Levels
• Levels are a system by which players are
rewarded for accumulating points.
• Often features or abilities are unlocked as
players progress to higher levels.
• Levelling is one of the highest components
of motivation for gamers.
Examples• Real world – Job promotions.• In a game – Earn enough points.• A good use – Use levels to show
competencies.
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Feedback
• Timely informing the student of their
accomplishments/failures.
• Games do this all the time!
• The following all provide feedback.
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Achievements
• A virtual or physical representation of
having accomplished something.
• Achievements can be easy, difficult,
surprising, funny, accomplished alone or as
a group.
• Achievements are a way to give players a
way to brag.
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Badges
• An overt reward of achievement.
• Meant to be displayed for others to see. Examples
Real world – Scouts. In a game – Complete a task, earn a badge. A good use – Mozilla Badges.
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Countdown
• The element in which players are only
given a certain amount of time to do
something.
• This will create an activity that increases
frenetically until time runs out or the goal is
met.
Examples Real world – Limited-time sales. In a game – Race to a goal. A good use – Mastery quizzes
that can taken as often as needed.
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Points
• Points are a running numerical value given
for any single action or combination of
actions.
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Progression
Where success is granularly displayed and measured through the process of completing itemized tasks. Progress bars!
Examples• Real world – Coffee cards. Buy 6, get one
free.• In a game - Progress bars and subtasks. As you level
up, you receive power and better equipment, etc. Progression is powerful.
• A good use - Drive traffic to local businesses via challenges that unlock rewards.
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Switching Gears? - Motivation?• Defining it is an elusive process, as
difficult to do as grasping a slippery fish in a dark cave.
• Here’s the one I like:• “The term motivation in psychology is a
global concept for a variety of processes and effects whose common core is the realization that an organism selects a particular behavior because of expected consequences, and then implements it with some measure of energy, along a particular path.” (Heckhausen, 1991, p. 9).
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Extrinsic vs. Intrinsic Motivation
Extrinsic - From outside you.Intrinsic - From inside you.
• There is a controversy over gamification and extrinsic motivation - some say it weakens intrinsic motivation.
• The fact is there just aren't enough facts to know this for sure.
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Uncertainty
• When we can't quite predict something, we get really excited about it.
• Like driving down a winding vs. straight road.
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Flow
• The ultimate motivational state, where
hours go by in minutes.
• Achieved by
balancing the
learner’s current
ability with the
difficulty of the
current challenge.
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So How is Gamification Happening in Higher Ed?
right now?
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Surface-level GamificationLee Sheldon’s Multiplayer Game Design Class• Class time is divided between
• fighting monsters (Quizzes, Exams etc.), • completing quests (Presentations of Games,
Research etc.)• crafting (Personal Game Premises, Game Analysis
Papers, Video Game Concept Document etc.).
• You gain XP by defeating monsters, completing quests and crafting.
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XP for a Grade
Grading Procedure• Start as a Level One avatar. Level Twelve is
the max.Level XP* Letter GradeLevel Twelve 1860 ALevel Eleven 1800 A-Level Ten 1740 B+Level Nine 1660 BLevel Eight 1600 B-Level Seven 1540 C+Level Six 1460 CLevel Five 1400 C-Level Two-Four 1340 DLevel One 0 F
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What Do YOU Think About This?
Is this good, bad, ugly?
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What Did Students Think?
• Leveling should be evenly spaced out.
• Knowing point values per assignment is gold.
• Avatars are cool, but hard to integrate.
• Guilds make you feel you are part of something?http://gamingtheclassroom.wordpress.com/
t366-multiplayer-game-design-post-mortem/
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What Did Students Think?
• Forcing attention to reading via in-class guild quizzes was a plus. One question determined at random via die roll.
• Guild competition during open book midterm was valued.
• Quests (individual presentations) seem to suffer the same drawbacks as traditional presentations.
http://gamingtheclassroom.wordpress.com/t366-multiplayer-game-design-post-mortem/
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What Did Students Think?
• Overall - students were uniformly enthusiastic about the class as game approach. Many wished that other of their courses could be taught the same way; and thought the techniques could be used with just about any subject matter.
• Keep in mind this is a game design class!
http://gamingtheclassroom.wordpress.com/t366-multiplayer-game-design-post-mortem/
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Marriage – The Game?
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An Example of Deep Gamification…• Course on intro. to new social
technologies.• Do you just present the technologies,
or do you add game-like elements to it?
• Instructor makes teams. Five rounds of play. The team with the most points wins.• Google Docs & Forms• Second Life• NMC Horizon Report• Gaming• Emerging Technologies
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An Example 2…
• Google Forms• 1-point level - Individuals can only take the
survey once – You MUST add your CODE to the last question and answer all the questions to earn all points. URL to the form.
• 5-point level – each individual can earn 5 points for their team by creating a Google form (survey) with at least 3 different question types and sending me the link to survey to complete it instructorEmail. Put your name CODE in the title of the survey.
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An Example 3…
• Emerging Technologies • 25 points for each team member posting
Watch the video at URL . The speaker asks at one point in his talk, “If not now, when… if not me, then who???” Your posting should answer three questions to earn the points:• What does the speaker mean by this quote?• What does it make you think about in light of what you are
learning in this class?• What does it make you think about outside of this class
and why?
• Post your comment to the blog at URL Use your name CODE to earn points!!!
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Some Gamification Providers
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Some Gamification Info. Sites• Kapp Notes
• http://www.uleduneering.com/kappnotes/
• Gamify• http://gamify.org• http://gamification.org/wiki/
• Gamifying Education (new)
• http://www.gamifyingeducation.org/
• The Gamification Summit• http://www.gsummit.com/• June 19-21, 2012
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Gamification Time!
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Gamification Time!
• Form groups of 2-3 people.• Pick a subject and a lesson, or
use one of the provide examples.
• Brainstorm on three ways you would gamify this lesson.
• Don’t sweat the details!