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Gamification

Gamification . Mark Gill BSc HND DipHE Lecturer in Games Development. Who plays games?. 59% of all 6-65 year olds are gamers in the UK 100% of 6-10 year olds are gamers 3 Billion hours a week gaming worldwide. What is gamification?.

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Gamification

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  1. Gamification Mark Gill BSc HND DipHE Lecturer in Games Development

  2. Who plays games? • 59% of all 6-65 year olds are gamers in the UK • 100% of 6-10 year olds are gamers • 3 Billion hours a week gaming worldwide

  3. What is gamification? “Gamification, defined as the use of game-mechanics, dynamics, and frameworks to promote desired behaviours.”

  4. Gamification • “The use of game elements and game design techniques in non game context” • Nike running app • Reward cards • Nectar points • Virtual classrooms

  5. Gamification in practice • Some schools are using gamification techniques in the classroom. • The course is portrayed as a “quest”, where students can earn points for different activities, such as commenting on a blog, and collect badges at particular levels. Each week Prof Johnson recognises those students who have climbed a level… • Temple U. Fox School of Business

  6. Why use Gamification in education? • Progress recording • Improved communication • Motivation and engagement • Interactive student centred learning • Promote goal setting and achievement • Promote control over students own learning • Game elements driving positive learning behaviours

  7. Drive engagement 4 main ways to drive engagement • Accelerated feedback cycles • Clear Goals and rules of play • A compelling narrative • Challenging but achievable tasks

  8. Engagement and progression loops • Motivation • Action • Feedback • Small challenges • Part of the whole

  9. TED Talk on Gamification • http://www.youtube.com/watch?feature=player_embedded&v=4qlYGX0H6Ec • 1:40 -3:38

  10. Concepts of gaming we can harness • Progression • Levels -ramp up and unlock content • Points/score -increase the running numerical value of work • In game currency -earn virtual currency for tasks • Investment • Achievements -Earn public recognition for completing work • Appointments -Check and receive new challenges • Collaboration -work with others to accomplish goals • Further learning -Create something of personal interest • popularity -be incentivised to shared and involve others

  11. Cascading information theory Continually unlock information • Bonuses -Receive unexpected rewards • Countdowns -tackle challenges within a limited time • Loss Aversion -avoid loosing what you have gained • Infinite play -learn to keep persisting rather than give up • Synthesis of skills -Use multiple skills at once • Goal setting -Set goals to help progression • Discovery -navigate through a learning environment to find knowledge

  12. What are the key features? • Rewards - we all like to win • Rankings -xp/ leader boards • Communication -avenues of communication • Feedback - direct fast feedback loops • Avatars - exploration of roles and self projection • Individualised Learning plans • Visual mapping and progression • Access to Study materials and guides

  13. Rewards and rankings • Progress charted with tasks to complete • Xp gained through tasks building up to “levels” • Scores tallied on tables against peers • Rewards for the class as a whole doing well • Rewards for consolidated effort • Rewards for most improved • Rewards for helping others • Those at the top cannot progress without working in a group • Reward achievers with virtual medals or trophies

  14. Two main types of gamification • Instructor lead • Quick instant feedback • Adaptable to learners needs • Computer based • Autonomous • Individually paced

  15. Instructor lead • Set missions, challenges or quests • Planned Interactive activities • Include choice, chance and reward • Developing scoring systems • Links to a holistic plan (scoreboard / leaderboard)

  16. Computer based • Utilise existing software • Social media • ARGS (alternate reality games) • VR (Virtual reality) • VLE (Virtual Learning environments) • Develop a VLE for students

  17. VLE • Second Life Example • http://www.youtube.com/watch?v=HPDgEcHGzRQ • 1.10 • Fold it • http://www.youtube.com/watch?v=iYMU5cMTdeY • YEA SCIENCE!

  18. In use today • Class dojo • http://www.youtube.com/watch?v=KaeNSYJvrn0&feature=player_embedded • Goalbook • Student ILP teams and social media • http://vimeo.com/27145045 • Course Hero • http://www.youtube.com/watch?v=CEaTk9q6gCw&feature=player_embedded

  19. Summary • Gamification can give a familiar, friendly framework to learners allowing them to positively chart their own success. • Try gamify a workbased activity and see the difference

  20. Gamification.org/education • http://gamification.org/education

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