Post on 21-May-2020
Gamification
Gamification is the use of game thinking and game mechanics in a non-game context.
It attempts to engage users in solving problems and increase users' contributions.
Who uses gamification?
Microsoft: Ribbon Hero 2, Minecraft
Quest to Learn (Q2L)*: Gamified curriculum (missions, simulations, role playing, collaboration, game design)
US army, Boing and many others
*Public school in Manhattan; grades 6-12.
quality of given learning activity (including games)
active participationalignment factor interactivity
Learningactivity
Learningobjective
(time) (time)
Too easy<flow< too difficult
Secret Ingredient 1:
Badges/Rewards
https://www.youtube.com/watch?v=2EZcpZSy58o
True JediMaster of Deception
Secret Ingredient 2:
Simple rules
• Collect all items• Survive the battle• Find the treasure
Secret Ingredient 3:
Flow
Too easy Just right Too difficult
Secret Ingredient 4:
Interactivity
• Mouse clicks• Degrees of freedom
Games for education purposes
IAE• Interactivity (many possibilities
to interact)
• Active participation (popular/engaging)
• Ease of alignment (activity -> learning objective)
Participation factor: Flow + Theme
Flow
1. Game mechanics* (incl feedback and guidance) flow!
2. Theme
*Reference: Gamification by Design, Zichermann and Cunningham, (2011)
Why people play?
• Mastery (to learn)
• Fun (stress relief):
– Hard fun: trying to win (competition)
– Easy fun: exploring
– Social fun: engaging with other players
• Socialize
Types of players
• Socializer (communicate) 80% (75%) – communication is key• Explorer (discover) 50% (10%) – discover everything• Achiever (win) 40% (10%) – winning is the goal• Killer (someone must lose) 20% (5%) – someone must lose!
Reference: Gamification by Design, Zichermann and Cunningham, (2011)
Bloom’s Cognitive Domain
1. Know: what the learner should remember or understand
2. Do: what the learner should be able to do (apply, analyse, create, evaluate)
3. Believe: what the “head” of the learner should suspect
4. Feel: what the “gut” of the learner should suspect
Categorizing learning objectives
cognitive
affective
Introducing a game – The first minute
• Experience game play immediately• No explanation• No registration• Simple rules• Make winners• Guide and adapt to the player
What is a good “game”?
• Little or no responsibility• High interactivity• Goal, progress and rewards common but
optional• High active participation factor
What is a good educational game?
• High interactivity• High active participation factor• High ease of alignment (activity with learning
objective)• Little or no responsibility• Goal, progress and rewards common, but optional
Examples of higher level eLearning
• www.htwins.net : The Universe
• www.thinklearnknow.com : Working Memory
Examples of skills & benefitsof gamification
• Fine motor skills
• Gross motor skills
• Hand eye coordination
• Analytical thinking
• Language/communication skills
• Presentation/explanation skills
• Stress reduction, joy/fun
Results of our game testing• Highest fun/joy rated games are (> average 8):
– Ubongo (1*)
– Computer animated chatbot (1)
– Wooden towers (4)
– Racing car (3)
– Story cubes (3)
– Ball (2)
– Xylophone (1)
– Talking computer (1)
• Lowest fun/joy rated games are:– Metal ring puzzle (average 3, 1 rating)
– Squeezy grip (average 5, 1 rating)
*number of ratings
Comment on our game testing results
• Most people filled in data about flow (just right (B), too easy (A) or too hard (C))
• Also many people were comfortable to judge the fun factor and give at least one or two skill examples
• Measuring time spent and skill related time is least popular• The xylophone’s fun factor may not be discovered as it does not
look like fun?• Magic tricks (not assessed during workshop) may have added
more possibilities to learn performance/presentation and other interpersonal skills. Especially if magic tricks are to be explained.
• Creativity was mentioned for:– Wooden tower– Metal ring– Story cubes– T puzzle
*ESL robot is a reward winning chatbot, available on different platforms.
Please send any comments, opinions, discoveries, ideas to either the face book group and/or klaus@thinklearnknow.com
Game skill skill mentioned fun flow
speedcups motoric skills 3 5+6+6+8 B+C+B+B+B
stress management
strategy
performing
precision
concentration
hand eye coorination
gross motor
speed
grip stress reliever 5 A+B
achieving
postcard puzzle concentration
performing
Ball inclusive 8+8 A+A
motor
reflexes
racing car concentration 7+8+9 B+B+A+B
fine motor
performing
engaging
3D thinking
hand eye coordination 2
wooden tower balance 7+7+9+8 B+A+B+B+B
patience
motion
hand eye coordination
logic 2
creativity
strategy
learning about pressure
precision
A..too easyB..just rightC..too diff.
labyrinth motoric skills 2 2+6+8 A+B+B+B+B+C
concentration 4
precision
logic
decision making
strategy
trying again
left right distinction
& coordination
hand eye coordination 3
xylophone motoric & expression 8 B
concentration
interpersonal
performance
stress management
creating skills
snake puzzle logic 2 B+B
patience
spatial thinking
drawing together creativity 7 B
fine motor
analyzing
Game skill skill mentioned fun flow
tic tac toe strategy
competition 7 A
tablet with numbers motoric skills 2 0+8 C+B+A+B+B
spatial thinking 2
logic 4
symmetry puzzle concentration 3 6+7 B+C+C+B
creativity
spatial thinking
stress management
logic
motoric
geometry
metalring motor 3 B
observation
logic
creativity
computer simulated charactereverything 9 B
story cubes creativity 3 7+8+9 B+B+B
storytelling 2
performing
language 3
ubongo geometry 9 B+B
spatial thinking 2
focus
speed
logic 2
T puzzle creativity 7 B+C
spatial thinking
logic
card game A
Game skill skill mentioned fun flow