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2 TUD Lectures on Education Alexandru Iosup , Otto Visser, Ana Lucia Varbanescu, Tim Hegeman, Jesse Donkervliet, etc. On the Future of Higher Education: Gamification, The Pyramid of Needs, and ICT to the Rescue @AIosup Teaching is done by teams!

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Page 1: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

2TUD Lectures on Education

Alexandru Iosup, Otto Visser, Ana Lucia Varbanescu,

Tim Hegeman, Jesse Donkervliet, etc.

On the Future of Higher Education:

Gamification, The Pyramid of Needs,

and ICT to the Rescue

@AIosup

Teaching is done by

teams!

Page 2: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

3TUD Lectures on Education

1994: How to improve education?

A: ICT for education!

Romanian

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4TUD Lectures on Education

2004: How to improve education?

A: Make games coursework!

1994

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5TUD Lectures on Education

2014: How to improve education?

A: ICT + Gamification

2004

1994

Actually, Alexandru, what took you so long?!

Page 5: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

6TUD Lectures on Education

The “Leaky Faucet”

•Top* technical university in theNetherlands

•“P-in-een” of an important BSc track

•Completion “in time” of the BSc

•(What do students think about it?)

<40%

<50%

* THE&QS world rankings, 2013—2016.

The main challenge for the future?

Every student counts!

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7TUD Lectures on Education

Who Is Responsible For

the Leaky Faucet?

• New generation of students

• New types of students, especially multi-culti

• It’s not you, it’s me

• New ambition of Dutchuniversities, but no selection

The main challenge for the future?

Every student is different!

Page 7: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

8TUD Lectures on Education

Let’s Look At Europe:

The Workforce Gap in ICT

EU:-900k

EU: -500k

Source: e-Skills for Jobs in Europe, 2014

NL: -50k

NL: -25k

Does not start at 0!

Page 8: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

9TUD Lectures on Education

Let’s Look At Europe:

The Workforce Gap in ICT

910k

510k

Source: e-Skills for Jobs in Europe, 2014

The main challenges for the future?

Every student counts!Every student is different!

Does not start at 0!

Page 9: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

10TUD Lectures on Education

Let’s Extrapolate to Europe:

The Workforce Gap in ICT

910k

510k

Source: e-Skills for Jobs in Europe, 2014

The main challenges for the future?

Every student counts!Every student is different!

Rhetorical Q:What can we do about this?

Page 10: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

11TUD Lectures on Education

What To Do About Higher Education?

Focus On …

Content

Didactics

Structure

Technology

Your homework

Topic 1(15’)

Topic 2 (2’)

Topic 3 (2’)

http://goo.gl/32xRgA

http://goo.gl/8HygZe

Page 11: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

12TUD Lectures on Education

Didactics: What is Gamification?

A: Game Thinking + Techniques

Q: What is gamification?

A: The use in non-gaming settings, e.g., in education, of thinking and techniques

designed for gaming.

http://goo.gl/V97zSW

What is the intuition behind gamification?

How can gamification be used?

http://goo.gl/ILSNeb

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13TUD Lectures on Education

Do You Know This Person?

By Eunice Szpillman, via Wikimedia Commons

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14TUD Lectures on Education

By Damian Yerrick, via Wikipedia

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15TUD Lectures on Education

O

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16TUD Lectures on Education

O

I

T

Z

LDesigning a course is

like creating a complex puzzle

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17TUD Lectures on Education

I in the Box

I

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18TUD Lectures on Education

I in the Box

I

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19TUD Lectures on Education

I

I in the Box

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20TUD Lectures on Education

I

I in the Box

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21TUD Lectures on Education

I

I in the Box

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22TUD Lectures on Education

I

I in the Box

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23TUD Lectures on Education

I I II

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24TUD Lectures on Education

I

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25TUD Lectures on Education

A Framework for

Gamification in Higher Education

1. Decide on Learning Objectives and on core content*.

2. Describe the perfect student.

3. Design the gamified experience for every student.

4. Playtest your design and check for fun!

5. Operate your gamified course.

* You already have this

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26TUD Lectures on Education

A Framework for

Gamification in Higher Education

1. Decide on Learning Objectives and on core content*.

2. Describe the perfect student.

3. Design the gamified experience for every student.

4. Playtest your design and check for fun!

5. Operate your gamified course.

* You already have this

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27TUD Lectures on Education

2. Design For the Perfect Student

Q: What’s Wrong With the

Perfect Student?

• Achieves all course objectives

• Explores new directions

• Socializes with students around

• Excels in all tests, early

The perfect student does NOT exist. (And yet we are all here.)

Page 27: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

28TUD Lectures on Education• Richard Bartle’s “Players who suit MUDs”

Acting

Interacting

WorldPlayers

Page 28: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

29TUD Lectures on Education• Richard Bartle’s “Players who suit MUDs”

Acting

Interacting

Achievers

WorldPlayers

Page 29: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

30TUD Lectures on Education• Richard Bartle’s “Players who suit MUDs”

Acting

Interacting

Achieversmore/more difficult challenges

WorldPlayers

Page 30: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

31TUD Lectures on Education• Richard Bartle’s “Players who suit MUDs”

Acting

Interacting

Achievers

Explorersopen/creative challenges

more/more difficult challenges

WorldPlayers

Page 31: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

32TUD Lectures on Education• Richard Bartle’s “Players who suit MUDs”

Acting

Interacting

Achievers

ExplorersSocializersopen/creative challenges

more/more difficult challenges

team/discussion-based challenges

WorldPlayers

Page 32: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

33TUD Lectures on Education• Richard Bartle’s “Players who suit MUDs”

Acting

Interacting

Achievers

ExplorersSocializers

Winners

open/creative challenges

more/more difficult challenges

team/discussion-based challenges

competitive/single-winner challenges

WorldPlayers

Page 33: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

34TUD Lectures on Education• Richard Bartle’s “Players who suit MUDs”

Acting

Interacting

Achievers

ExplorersSocializers

Winners

open/creative challenges

more/more difficult challenges

team/discussion-based challenges

competitive/single-winner challenges

Exercise: The “Who Are You?” Game

WorldPlayers Q: Which best describes you?

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35TUD Lectures on Education

L

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2 x I

Content Unlocked!

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36TUD Lectures on Education

A Framework for Gamification in

Higher Education

1. Decide on Learning Objectives and related content.

2. Describe the perfect student.

3. Design the gamified experience.

4. Playtest your design and check for fun!

5. Operate your gamified course.

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37TUD Lectures on Education

Q: What’s in a game?

A:

1. MechanicsExplore, do, learn, socialize, compete+

2. DynamicsPlayer progress and interaction, …+

3. Aesthetics = Game Content*puzzles, challenges,extra-projects, culture

Social Gaming =

100,000k+ players who benefit from social engagement

250,000,000+ active players

* Art class pending.http://djmag.com/sites/default/files/article/image/DJMa

gArenaPicsPt4%20(13%20of%2017)_0.jpg

Gamification should scale

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38TUD Lectures on Education

Possible Games for Teaching Facts,

Concepts, Procedures, and Systems

Mechanics

What? How? Common teaching elements

Facts Story w terms, acronyms, and jargonTaxonomies and Venn diagramsGames of repetition, recognition, matching

What? How? Common teaching elements

Facts Story w terms, acronyms, and jargonTaxonomies and Venn diagramsGames of repetition, recognition, matching

Concepts Story w metaphorsBoundary examples (what is/is not)Games to experience, classify, compare, sort

What? How? Common teaching elements

Facts Story w terms, acronyms, and jargonTaxonomies and Venn diagramsGames of repetition, recognition, matching

Concepts Story w metaphorsBoundary examples (what is/is not)Games to experience, classify, compare, sort

Procedures (Rules)

Top-to-bottom view, story w Why? What?Role-playing (Mechanics + feedback)

What? How? Common teaching elements

Facts Story w terms, acronyms, and jargonTaxonomies and Venn diagramsGames of repetition, recognition, matching

Concepts Story w metaphorsBoundary examples (what is/is not)Games to experience, classify, compare, sort

Procedures (Rules)

Top-to-bottom view, story w Why? What?Role-playing (Mechanics + feedback)

Systems Simulations to experience (Tutorials to experience under guidance)

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39TUD Lectures on Education

Gamification Mechanics & Dynamics

in Our Courses• Too many to list here

• Scoring system is but one element

• Badges? Only for B.Sc., some “random”*

• Onboarding (mechanics)

• Entry quiz

• Story every lecture

• Social Learning (dynamics)

• In-class teams, competing casually

• Self-study as team effort, competing

• Involve Winners and Achievers in class

• Involve Winners and Explorers in self-study

• Different player types different Mechanics, Dynamics, Aesthetics

• Ladders, ranking, end-lecture quiz: mostly for Winners

• Content unlocking (dynamics): Explorers and Achievers

* Manga cum laude

A. Iosup and D. Epema, An Experience Report on Using Gamification in

Technical Higher Education, ACM SIGCSE’14. http://goo.gl/V97zSW

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40TUD Lectures on Education

Lab

Group Study

Tutorial

Lectures

Win!

Designing a course islike creating a complex puzzle:

you design its Mechanics, Dynamics, Aesthetics

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41TUD Lectures on Education

I I I I

LZ

LI

Does gamification work?

T

x 2I L

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42TUD Lectures on Education

(Meta-)Research on Gamification in

Education Is Inconclusive…

Study Meta-study of

… studies

Findings

Randel et al.(1992)

>60 >50% no difference if using games. >30% significant improvement when using games.

Hays (2005)

>100 Game design must match learning objectives.

Vogel et al.(2006)

>30 Games can help improve cognitive skills vs. traditional.

Sitzman(2011)

>60 Playing improves confidence.Vs. traditional, better retention, declarative

and procedural knowledge

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43TUD Lectures on Education

0% 20% 40%

Traditional,BSc 2010

Gamified,BSc 2011

Gamified,BSc 2012

Gamified,BSc 2013

Gamified,BSc 2014

Extra work due to gamification, relative to traditional [% all students]

Lab Extra-work [%]

Group Study [%]

In-class [%]

Gamification Works!

Bonus: Every year, we make the course more difficult.

Gamification works!

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44TUD Lectures on Education

What Happens When A Student Does

Not Like the Course Topic?

I want to thank you for showing that even though I'm notthat good at written exams, I still can excel at other points in my study. I'd love to have a copy of my badge, as physical reminder of a course that made me eager to learn about things. Even when some of those things will never really have my interest.

This course, and the way it was given, learned me a few things about what motivates me, and only for that reason it was totally worth getting up for every lecture.

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45TUD Lectures on Education

I I I I

LZ

T

x 4L

x 4

L

T

x 2Z

LI

Designing a course islike creating a complex puzzle

I

T

LT

Gamification works!

Gamification framework: concept & intuition, mechanics & dynamics, …

Page 45: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

46TUD Lectures on Education

What Can We Do About Education?

Improve Everything, But Focus On

Content

Didactics

Structure

Technology

Your homework

Topic 1 (15’)

Topic 2(2’)

Topic 3 (2’)

http://goo.gl/32xRgA

http://goo.gl/8HygZe

Page 46: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

47TUD Lectures on Education

Maslow’s Hierarchy of Needs (1943)

+ Kenrick et al. (2010)

Abraham MaslowPhysiological

Safety

Affection/Belonging

Status/Esteem

Sef-Actualize

Mating

Parenting

Maslow photo: http://desarrollopersonalefectivo.com/wp-content/uploads/2012/10/abraham-maslow-3.jpg

GrowthNeeds

SurvivalNeeds

Page 47: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

48TUD Lectures on Education

The Hierarchy of Needs for Teachers

Alexandru Iosup (2015)

Basics

Control

Affection/Belonging

Status/Esteem

Education Family

Directing a New Education Culture

ParentingNeeds

GrowthNeeds

SurvivalNeeds

Personal Optimum

Course objectives

Design Delivery …

Monitoring Trade-offs …

Sharing Joining …

Mastery Ranking …

Learn Create …

Teachteachers

All

BKO

http://goo.gl/32xRgA (details)

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49TUD Lectures on Education

The Hierarchy of Needs for Teachers

(2015)

SurvivalNeeds

Basics

• We all know about the basics of teaching

• But:• Need to improve the BKO,

especially for new conditions

• Need a “diurnal” cycle (sleep=research)

• Need much better content-authoring tools, especially for new conditions (MOOCs, blended, …)

http://goo.gl/32xRgA (details)

Page 49: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

56TUD Lectures on Education

What Can We Do About Education?

Improve Everything, But Focus On

Content

Didactics

Structure

Technology

Your homework

Topic 1 (15’)

Topic 2 (2’)

Topic 3(2’)

http://goo.gl/32xRgA

http://goo.gl/8HygZe

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57TUD Lectures on Education

Gamers Must Be the Most Informed

Citizens on the Planet

• Halo 3 is one of the many successful games

• Halo 3 produced and transferred to its players ~1.5PB/year• Detailed player profiles

• Detailed usage stats

• Ranking

• Content details

• At the same time, CERN produced ~15PB/year

Page 51: On the Future of Higher Education: Gamification, The ... · Gamification in Higher Education 1. Decide on Learning Objectives and on core content*. 2. Describe the perfect student

58TUD Lectures on Education

What If Students Were Truly Informed

About Their Education Status?

The Personal Academic File: Ethical Use of Student Data• Enable data access and processing to help students

• Develop automated tools to inform and, if possible, to suggest course of action

• Use data ethically: opt-in, etc.

Empowered = Engaged• Student in control of own progress

• Detailed feedback becomes possible

• Student advisor can give better advice

ICT challenges• Effective and efficient platform (cloud)

• Automated tools (mining)

• Access to data (privacy and security)

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59TUD Lectures on Education

On the Future of Higher Education:

Gamification, The Pyramid of

Needs, and ICT to the Rescue

Content

Didactics: Gamification

Structure: Hierarchy of Needs

Technology: Ethical Use

of ICT

Your homework

http://goo.gl/32xRgA

http://goo.gl/8HygZe

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60TUD Lectures on Education

Thanks from our team.

Ana Lucia Varbanescu

Gamification Professor

Alexandru Iosup

GamificationResearcher &

Professor

Otto Visser

Gamification Engineer &Professor

Jesse Donkervliet

GamificationSA

Tim Hegeman

GamificationSA

www.ds.ewi.tudelft.nl

http://goo.gl/32xRgA

http://goo.gl/8HygZe

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61TUD Lectures on Education

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62TUD Lectures on Education

There’s No Free Lunch!

• Gamification takes time and energy

• One week to consider gamification elements +

• One day per lecture for adaptation +

• Continuous adaptation +

• Continuous assessment, e.g., end-lecture quiz +

• Explaining a new system to students +

• The nitty-gritty details

• Gamification takes personal effort

• A new system has to conquer inertia

• A new system has to conquer doubt

• You are not alone, we are here to help!

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63TUD Lectures on Education

A: Wonderful Advances in Gaming, Last 10

Years: diverse individual challengesB

eyo

nd

eyes

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64TUD Lectures on Education

A: Wonderful Advances in Gaming, Last 10

Years: diverse social challenges

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65TUD Lectures on Education

References (Shortlist, brief info)

• A. Iosup, D. Epema: An experience report on using

gamification in technical higher education. SIGCSE 2014.

• Jane McGonigal: Reality is Broken: Why Games Make Us

Better and How They Can Change the World, 2011.

• Robert M. Diamond: Designing and Assessing Courses

and Curricula: A Practical Guide, 2008.

• L. Dee Fink : Creating Significant Learning Experiences:

An Integrated Approach to Designing College Courses,

2013.

• B. Gross Davis: Tools for Teaching, 2009.

• M. Svinicki, W. J. McKeachie: McKeachie's Teaching Tips:

Strategies, Research, and Theory for College and

University Teachers 2010.

• K. Bain, What the Best College Teachers Do, 2004.

• G. Zichermann, C. Cunningham: Gamification by Design:

Implementing Game Mechanics in Web and Mobile Apps,

2011.

• I. Bogost: How to Do Things with Videogames (Electronic

Mediations), 2011

• K. M. Kapp: The Gamification of Learning and Instruction:

Game-based Methods and Strategies for Training and

Education, 2012.

• R. Koster and W. Wright: Theory of Fun for Game Design,

2010.

• M. Csikszentmihalyi: Flow, 1990.

• J. Schell: The Art of Game Design: A book of lenses, 2008.

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66TUD Lectures on Education

Images used in this lecture courtesy of the Computer History Museum, Mountain View, California, USA, http://www.computerhistory.org/ ; the German Museum of Technology (Deutsches Technikmuseum Berlin, Germany,

http://www.sdtb.de/Englisch.55.0.html ; the Science Museum, London, UK, http://www.sciencemuseum.org.uk/; and many anonymous contributors via Google Images. Many thanks!