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GAMIFICATION IN EDUCATION DR. SELAY ARKÜN KOCADERE HACETTEPE UNIVERSITY

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G A M I F I C A T I O N

I N E D U C A T I O ND R . S E L A Y A R K Ü N K O C A D E R E

H A C E T T E P E U N I V E R S I T Y

WH

O A

M I

?Education

Computer Education and Instructional

Technology

Computer Education and Instructional

Technology

Mathematics Education

Teaching

IT in Education

Educational Game Design

Human - Computer Interaction (Usability)

Distance Education(Online Learning)

Learning and Teaching Mathematics with Technology

Teaching Practice

Project Development and Management

...

Projects

Math Teachers’ Adventure of ICT

IntegrationEU Erasmus+ Project

Searching for the Labours of Hercules

EU Erasmus+ Project

Design of an Online Gamified Learning

System

University Project

Development of a 3D Educational Mobile

Game

University Project

Ph.D.

M.S.

B.A. & M.S.

Papers about Gamification

Arkün-Kocadere, S. (xxxx).

Gamification Design Beyond

Leaderboards and Badges

Arkün-Kocadere, S. & Çağlar, Ş.

(xxxx). Gamification from

Player Type Perspective: A Case

Study

Arkün-Kocadere, S., & Samur, Y.

(2016). From games to

gamification.

Çağlar, Ş., & Arkün Kocadere, S.

(2016). Possibility of motivating

different type of players in

gamified learning

environments.

Arkün-Kocadere, S. & Çağlar, Ş.

(2015). The design and

implementation of a gamified

assessment.

Çağlar, Ş., & Arkün-Kocadere, S.

(2015). Gamification in online

learning environments.

MY PRESENTATION

Games Gamification

Games

Gamification

Design Examples & Research Results

19 October 2016 – JKU Linz

IT LEARN PLAY REPEAT

G A M E S

WORLD GAME MARKETANNUAL GROWTH RATE

in its first

80 DAYS.

Pokémon GO has accrued more than

550 million installs

$470 millionin revenues

Even without the release in some countries.

AGE / GENDER OF POKEMON

GO PL AYERS

USAGE TIME: POKEMON GO

VS SOCIAL MEDIA APPS

GAMIFICATION IN EDUCATION

Games are so powerful!

Why don‘twe use themin education?

Since 1980’s we are trying...

Expensive & hard to design.

We usually end up with «chocolate covered broccoli»,

It is neither entertaining nor educating...

GAMES IN EDUCATION

PS: I still believe the power of educational games!

G A M I F I C AT I O N

• “The use of game design elements in non-game

contexts”

Deterding, Dixon, Khaled, & Nacke (2011)

• “The use of game elements and game-design

techniques in non-game contexts”.

Werbach, & Hunter (2012)

• “The process of game-thinking and game

mechanics to engage users and solve problems”

Zichermann, & Cunningham (2011)

DEFINITON OF GAMIFICATION

GAMIFICATION IN EDUCATION?

• No «learning» or «teaching» in definitions.

• Because gamification is not limited with education.

• Although we have been using it for many years.

• Even before the definition of gamification.

• Check-in

• Comment

Points,

Badges,

Status

...

G A M I F I C AT I O N I N E D U C AT I O N

EFFECTS OF Effects Research

Enjoyment Hew et al., 2016

De-Marcos et al., 2014

Arkün-Kocadere & Çağlar, 2015

Flow Arkün-Kocadere & Çağlar, 2015

Sillaots, 2014

Motivation Hew et al., 2016

Arkün-Kocadere & Çağlar, 2015

Domínguez et al., 2013

Su & Cheng, 2015

Sillaots, 2014

Engagement Simões, Redondo, & Vilas, 2013

Anderson et al., 2014

Akpolat & Slany, 2014

Ibanez et al., 2014

Learning

...

increase in voluntary participation

increase in participation rate

more qualified learning products

more successful students

higher achievement

Iosup, & Epema, 2014

Hew et al., 2016

Barata et al., 2013

Caton & Greenhill, 2014

Akpolat & Slany, 2014

Buckley & Doyle, 2014

Su & Cheng, 2015

Ibanez et al., 2014

De-Marcos et al., 2014

Arkün-Kocadere & Çağlar, 2015

EFFECTS of

GAMES

F L OW C H A N N E L( C S I K S Z E N T M I H A LY I , 2 0 1 4 )

• To be active (movie, book)

• To have control over actions (chance? gambling)

• Have a chance to accomplish a task

• Clear goals and immediate feedback

• A challenging activity that requires skills

WHY DO PLAYERS PLAY?

B A RT L E ’ S ( 1 9 9 6 )

P L AY E R T Y P E S

• Always win?

• Emotional experience

• Achieve / Compete / Socialize / Explore

WHY DO PLAYERS PLAY?

TIPS FOR GAMIFICATION DESIGN

• Determine a main aim and sub aims.

• Give them clear and small tasks.

• Tasks should get more difficult step by

step.

• Don’t let them fail in the beginning.

• Considering each player type, create a

challenge by using game elements

and mechanics.

• Let them take the control but don’t

allow them to get lost or stuck.

CHALLENGE

PRACTICE

KNOWLEDGE

MASTERY

Gee, 2014

GAME MECHANICS & ELEMENTS• Points

• Levels

• Leaderboard

• Content

unlocking

• Avatar

• Badges

• Virtual goods

• Dashboards

• ...

• Challenge

• Chance

• Reward

• Progress

• Status

• Collection

• Transaction

• Competition

• Story

• Collaboration

• Feedback

• ...

Werbach, &

Hunter,

2012

D E S I G N E X A M P L E S

A GAMIFIED WORKSHOP*

“Using ICT in Learning”

* Workshop held within the Searching for the Labours of Hercules EU Erasmus+ Project 2014-1-TR01-KA201-012990.

2 d

ays

-10 h

ou

rs

• Web tools

• Tasks

19

hig

h s

chool st

udents

LEARNING ENVIRONMENT

CO

MPU

TER

LA

B

Facebook• tasks

• materials

• student products

• leaderboard

Printed Game Board• narrative

• grades

• collection items

• badges

• current level

GAME BOARD

Behavioral Emotional

RESULTS: ENGAGEMENT

3.0 / 4.0 3.4 / 4.0

RESULTS: OPINIONS ABOUT ELEMENTS

Team Gifting Story Badges Levels Points Transaction Collection Content Unlocking Leaderboard

Workshop 1 Workshop 2

Team

Gifting

Story

Badges

Levels

Points

Transaction

Collection

Content

Unlocking

Leaderboard

RESULTS: COMPARISON

PLAYER TYPE DIFFERENCES, ELEMENTS &MECHANICS

• Leader board

• ...

ONLINE EXAMPLE

RESULTS

• Engagement

• Flow

• Motivation

• Achievement

Game Center

point point point point point

ELEMENTS

• Story

• Levels - Islands - Tasks

• Points & Leaderboard

• Achievements (Map, Sword, Boat, etc.)

• Badges

• Collection (Different jewels)

• Boss fight – Final exam

SUMMARY

• Gamification has the potential to support learning!

• But it is all about design.

• Future research:

Design models

Gamification tools

...

REFERENCES• Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.

• Csikszentmihalyi, M. (2014), Flow. In Flow and the Foundations of Positive Psychology (pp.227-238).

Claremont, CA: Springer

• Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011), From game design elements to gamefulness: Defining

gamification. Paper presented at the Proceedings of the 15th International Academic MindTrek Conference:

Envisioning Future Media Environments.

• Dogtiev, A. (2016). Pokemon Go Usage ans Revenue Statistics

• Gee, J. P. (2014). 13 Principles of Game-based Learning, Video Games and Learning, Coursera.

• Newzoo (2015) Global report: US and China take half of $113bn games market in 2018.

• Rouse III, R. (2010). Game design: Theory and practice. Jones & Bartlett Learning.

• Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business: Wharton

Digital Press.

• Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and

mobile apps: “ O’Reilly Media, Inc.”