gamification and improved engagement

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® Gamification: The answer to improved engagement? Kahiwa Sebire Solutions Engineer [email protected] @thisiskahiwa

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Could gamification be the answer to improved engagement in your classroom? Presented by Kahiwa Sebire, Solutions Engineer at Blackboard at the Taking Education Beyond Borders Forum in Cairns.

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  • 1. Gamification: The answer to improved engagement? Kahiwa Sebire Solutions Engineer [email protected] @thisiskahiwa

2. What is Gamification? 2 3. Fun Lazzaro's "Four Fun Keys": Personal triumph over adversity (Hard fun) Curiosity (Easy fun) Relaxation/Excitement (Serious fun) Amusement (People Fun) 4. I declare a MMP Thumb War Joy Relief Love Surprise Pride Curiosity Excitement Awe & Wonder Contentment Creativity McGonigal's challenge: 10 positive emotions of gaming 5. Deterding et al, 2011 Use of game design elements in non-game contexts Gamification is: 6. Deterding et al, 2011 Use of game design elements in non-game contexts Gamification is: - Jane McGonigal Game consists of: 1. Goal(s) 2. Rules/Constraints 3. Feedback 4. Voluntary participation Game mechanics: "constructs of rules and feedback loops intended to produce enjoyable gameplay" - Gamification.org 7. Game design elements Tetris: levels, usually of increasing difficulty Angry Birds: scaffolded instruction to build competency WoW: group-focus, community of peers Black Ops: constant feedback Monopoly: clear goal with clear obstacles/constraints FarmVille: recognition for level completion Chess: choice and strategy 8. Are these gamification? 9. So in a learning context... levels, usually of increasing difficulty scaffolded instruction to build competency group-focus, community of peers constant feedback clear goal with clear obstacles/constraints recognition for level completion choice and strategy 10. Nicholson, 2012 Underlying the concept of gamification is motivation Why Gamification? 11. Ryan and Deci, 2000 To be motivated means to be moved to do something energised or activated toward an end Why motivation? 12. Motivation continuum Ryan and Deci, 2000 13. Motivation continuum Ryan and Deci, 2000 14. Motivation Extrinsic & Intrinsic "Moved to act for fun or challenge, rather than external prods, pressures or rewards" Ryan and Deci, 2000 15. "Moved to act for fun or challenge, rather than external prods, pressures or rewards" Motivation Extrinsic & Intrinsic Internalisation v Integration 16. Motivation continuum Internalisation Amotivation / unwillingness Passive compliance Active personal commitment Ryan and Deci, 2000 17. Motivation continuum Knowing how to promote more active and volitional (versus passive and controlling) forms of extrinsic motivation becomes an essential strategy for successful teaching. Internalisation Amotivation / unwillingness Passive compliance Active personal commitment Ryan and Deci, 2000 18. Subway stairs www.youtube.com/v/2lXh2n0aPyw 19. Subway stairs What would this look like if it were all about points? 20. Samsung Pedometer Goal Feedback Choice Voluntary participation 21. So in a learning context... levels, usually of increasing difficulty scaffolded instruction to build competency group-focus, community of peers constant feedback clear goal with clear obstacles/constraints recognition for level completion choice and strategy 22. So, in a learning context... Image: badges Organisation-centred User-centred Competency tracking Self-direction Guided/scaffolded path Feedback Completion recognition 23. Competency tracking 24. Scaffolding 25. Guided learning path 26. Feedback - delayed 27. Feedback - instantaneous 28. Feedback - goals/constraints 29. Feedback progress and performance 30. Moodlerooms 31. Sources Nicole Lazzaro. http://www.nicolelazzaro.com/the4-keys-to-fun/ accessed 23 June 2014 Jane McGonigal "Thumb war" https://www.ted.com/talks/jane_mcgonigal_massively_multi_player_ thumb_wrestling accessed 23 June 2014 Deterding et al, 2011. From Game Design Elements to Gamefulness: Defining Gamification. MindTrek11, September 28-30, 2011, Tampere, Finland. Nicholson, S. (2012, June). A User-Centered Theoretical Framework for Meaningful Gamification. Paper Presented at Games+Learning+Society 8.0, Madison, WI. Ryan and Deci, 2000. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology 25, 5467 (2000) 31 32. Thank you Kahiwa Sebire Solutions Engineer [email protected] @thisiskahiwa