gamification in the classroom

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COTE Fellow Chat

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COTE Fellow Chat

Community of Practice

1  

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Learn  More:  h+p://commons.suny.edu/cote/    

Join:  h+p://commons.suny.edu/cote/fellowship-­‐expecta=ons/    

3   Submit  a  Proposal:    h+p://bit.ly/COTEproposal    

Jeremiah Grabowski

Open SUNY Fellow Role: Expert  Instruc=onal  Designer   Topic: Gamifica=on  in  the  Classroom   Theme: Emerging  Learning  Environments COTE NOTE: http://bit.ly/1cJID1p

Gamifica+on  in  the  Classroom  Jeremiah  Grabowski  

School  of  Public  Health  and  Health  Professions  

Do  you  have  a  favorite  game?  

•  Take  a  minute  to  think  of  your  favorite  game  

•  Write  it  down  in  the  chat  window  

Does  anyone  want  to  share?  

•  Anyone  care  to  share  their  favorite  game,  and  what  it  is  about  the  game  that  keeps  you  interested?  

•  Please  raise  hand  if  you  want  to  share  

Presenta+on  Objec+ves  By  the  end  of  the  presenta=on  you  will  be  able  to:  

•  Iden=fy  the  principle  characteris=cs  of  games  and  gamifica=on      

•  Discuss  how  gamifica=on  principles  can  be  integrated  into  educa=on    

•  Apply  Gamifica=on  principles  to  learning  seRngs  

Gamifica+on  Ac+vi+es  

Need  to  be  student-­‐centered  

Meaningful  gamifica=on  is  the  integra=on  of  user-­‐centered  game  design  elements  into  non-­‐game  contexts   Nicholson,  S.  (2012).  A  user-­‐centered  theore=cal  framework  for  meaningful  gamifica=on.  Games+  Learning

+  Society,  8.    

Assess  student  needs  prior  to  deciding  on  your  method  (gamifica=on).  

What  is  Gamifica+on?  Defini+on  

“Gamifica=on”  is  the  

use  of  game  design  

elements  in  non-­‐game  

contexts.    Deterding,  S.,  Dixon,  D.,  Khaled,  R.,  &  Nacke,  L.  (2011,  September).  From  game  design  elements  to  gamefulness:  defining  gamifica=on.  In  Proceedings  of  the  15th  Interna=onal  Academic  MindTrek  Conference:  Envisioning  Future  Media  Environments  (pp.  9-­‐15).  ACM.  

Games  vs.  Play?  Games  •  Confined  within  a  space  •  Set  rules  

Play  •  Open-­‐ended  •  No  rules  

 

Situa+ng  Gamifica+on                          Deterding,  S.,  Dixon,  D.,  Khaled,  R.,  &  Nacke,  L.  (2011,  September).  From  game  design  elements  to  gamefulness:  defining  gamifica=on.  In  Proceedings  of  the  15th  Interna=onal  Academic  MindTrek  Conference:  Envisioning  Future  Media  Environments  (pp.  9-­‐15).  ACM.  

Why  do  we  play  games?    

Why  are  games  so  addic+ve?  

Types  of  Mo+va+on  

Intrinsic  •  Natural  inclina=on  toward  

–  Assimila=on  –  Mastery  –  spontaneous  interest  –  Explora=on  

Extrinsic  •  Driven  by  external  rewards  

–  Money  –  Grades  –  Awards  

The  underlying  concept  of  gamifica+on  is  mo+va+on      

Mo+va+onal  Trigger  Factors  Intrinsic  •  Challenge  •  Curiosity  •  Control  •  Fantasy  

Extrinsic  •  Points  •  Progress  meters  •  Badges  •  “Leveling  up”  

Malone  &  Lepper  (1987)  as  cited  in  APOSTOL,  S.,  ZAHARESCU,  L.,  &  ALEXE,  I.  (2013).  GAMIFICATION  OF  LEARNING  AND  EDUCATIONAL  GAMES.  eLearning  &  So;ware  for  Educa>on,  (2).  

Game  Features  

*think  about  how  these  relate  to  your  courses*  

Rules  

•  Clearly  stated  for  all  

•  Know  what  to  expect  

•  Create  structure  for  the  ac=vity  

Goals  and  Clear  Outcome  

•  Having  a  clear  goal  allows  players  to  create  strategies,  and  monitor  their  progress  

 •  At  the  end  of  the  game  they  know  if  they  won  or  lost  

Feedback  and  Rewards  •  Player  receives  feedback  on  their  progress  

•  Rapid  feedback  cycles  

•  Repeated  experimenta=on  

•  Feedback  keeps  them    engaged  and  mo=vated  

Problem  Solving  

•  Problems  are  usually  just  challenging  enough  to  keep  player  mo=vated  

•  Scaffolding    

Importance  of  Flow                                  Csikszentmihalyi,  M.,  &  Csikzentmihaly,  M.  (1991).  Flow:  The  psychology  of  op>mal  experience  (Vol.  41).  New  York:  HarperPerennial.  

Difficulty

 Boredom  

Anxiety  

Player  Ability  

Story  •  Games  usually  tell  a  story  

•  Draws  the  player  into  the  game  

•  Generate  emo=ons  (posi=ve  and  nega=ve)  

Players  

•  One  or  more  players  

•  Collabora=ve  or  compe==ve    

Safe  Environment  •  Games  provide  a  safe  environment  to  experiment  without  fear  of  failure  

•  Encouraged  to  try  various  strategies  

•  Allows  students  to  take  on  new  roles,  social  credibility  

Sense  of  Mastery  

Game  Elements  

Game  Elements  

•  Serious  games  describe  full-­‐fledged  game  design  

•  Gamified  applica=ons  only  incorporate  elements  of  games  

Levels  of  Game  Design  Elements  Level   Example  

Interface  design  pa+erns   Badge,  leaderboard,  level  

Design  pa+erns  and  mechanics   Time  constraint,  limited  resources,  turns  

Design  principles  and  heuris=cs   Enduring  play,  clear  goals,  variety  of  game  styles  

Models   Challenge,  fantasy,  curiosity  

Design  methods   Playtes=ng,  playcentric  design  

Deterding,  S.,  Dixon,  D.,  Khaled,  R.,  &  Nacke,  L.  (2011,  September).    

User  (student)  Centered  Design  

Gamifica+on  Ac+vi+es  

Need  to  be  student-­‐centered    

Meaningful  gamifica=on  is  the  integra=on  of  user-­‐centered  game  design  elements  into  non-­‐game  contexts  

Nicholson,  S.  (2012).  A  user-­‐centered  theore=cal  framework  for  meaningful  gamifica=on.  Games+  Learning+  Society,  8.    

Ques+ons  to  Ask?  

•  For  every  decision  in  the  process  we  need  to  ask:  

“How  does  this        benefit  the    student?”  

What  is  student  centered?  Meaningful  Gamifica+on  •  Student-­‐centered  design  

•  Rewards  are  related  to  the  ac=vity  and  student  mo=va=on  

•  Creates  a  posi=ve  impression  which  leads  to  long-­‐term  benefit  

Meaningless  Gamifica+on  •  Organiza=on  (professor)  centered  

design  

•  Points  and  levels  which  lead  to  external  rewards  not  related  to  ac=vity  

•  Not  concerned  with  the  long-­‐term  benefits  of  gamifica=on  on  the  student  

Addi+onal  Examples  

Point  accumula+on    

Standard  ac=vi=es   100  points  

Op=onal    ac=vi=es   15  points  

Total:   115  possible  points  

Required  ac=vi=es   45  points  

Op=onal    ac=vi=es   70  points  

Total:   115  possible  points  

Two  examples  of  point  accumula=on  

Example  A                                                                Example  B  

“Mulligans”  •  In  class  ac=vity  

–  Enhance  in-­‐class  par=cipa=on    

•  Students  earn  “mulligan  s=ckers”  to  be  used  on  tests.    – Answering  ques=ons  in  class,  presen=ng  ideas,  etc  

 

•  Mulligan  days  are  random,  not  every  day  h+p://www.facultyfocus.com/ar=cles/teaching-­‐and-­‐learning/using-­‐mulligans-­‐enhance-­‐student-­‐par=cipa=on-­‐reduce-­‐text-­‐anxiety  

Fantasy  Theme  

•  Course  long  narra=ve    

•  Students  assigned  ranks    

•  Professor  embraces  a  persona  

Wrap-­‐up  

Wrap-­‐up  •  Gamified  ac=vi=es  must  be  student  centered    

•  Focused  on  student  mo=va=on  –  Rewards  must  be  relevant  and  internalized  

 •  Games  need:  

–  Clear  goals,  safe  environment,  feedback,  and  problem  solving      

Ques+ons?  Thoughts?  Thank  you!  

 [email protected]  

Thank You! Join the SUNY Learning Commons http:///commons.suny.edu for access to the COTE Community group to continue the conversation! View a Recording of today’s Fellow Chat: http://bit.ly/COTEfellowchatRECORDING View the COTE NOTE: http://bit.ly/1cJID1p Become an Open SUNY Fellow: http://bit.ly/11l6Khe Submit a Proposal: http://bit.ly/COTEproposal