A little about me · 2020. 12. 10. · A little about me Dr. Lobna Hassan Postdoctoral researcher...
Transcript of A little about me · 2020. 12. 10. · A little about me Dr. Lobna Hassan Postdoctoral researcher...
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A little about me
Dr. Lobna HassanPostdoctoral researcher
Gamification Group, Tampere University
Centre of Excellence on Game Culture studies, University of Turku
Researched interests:Motivational Technology / Gamification
(in media, health, education, civic participation)
Storification
Social media
Virtual Reality
Contact me on [email protected]
More on: http://lobnahassan.com
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Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Gamified education: Theories, Practices & Recent Trends
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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World of Warcraft
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Penny from the Big Bang Theory
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Gaming reduces the “productivity” of young men
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Some benefits of games(e.g. Cranic et al. 2014; Malone 1981; Hamari & Keronen 2017; Koivisto & Hamari 2019)
Cognitive
Attention allocation, spatial comprehension, visualprosession & problem rotation ability, hand-eye-coordination
Problem solving strategies, multitasking
Curiosity, playful strategies to find solutions
Social (>70% of gaming is social (ESA 2012))
Relatedness, SoC, cooperative behavior
Competitive settings
Organization and leadership skills
Empathy, roletaking, prosocial behavior
Motivational
Trait/entity vs effort/incremental –motivationalstyle: ”Good boy/girl” vs ”Good that you workedhard!”
Persistence
Autonomy
Optimism, sense of competence
Emotional
Mood, relaxation, reduced anxiety
Flow, immersion (AV and story)
Positive experiences that feed productivity, learning and overall happiness
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Organically forming collaboration
Mutual goals
Shar
edp
rob
lem
solv
ing
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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http://finnishness.blogs.tamk.fi/files/2017/09/bussipysakki-jono-tampere-1024x576.jpg
Meanwhile………..
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What if we could transform the world into being more
game-like through technology?
= Gamification / Pelillstäminen
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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A process of designing systems, services, organizations, activities etc., to afford similar experiences as games do
commonly through game design techniques
Hamari, 2019
Gamification
Pelillistäminen
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Points
Goals
Badges
Competition
Leaderboards
Gamification of exercise
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Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Caution!(Reward-based gamification)
• Designs reliant on ”throwing game elements” at the problem don’t usually work• Gamification void of meaning or purpose doesn’t usually work• Some designs just make activities complicated rather than meaningful• Some designs can instill a hunger for rewards which is unsustainable• Generic designs ignore user preferences, different needs, skills, etc.
• Success is hence short termed (which might be the objective sometimes but not always)
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Stories
Progress bars
Missions
PointsGames are more than the collection of their parts
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Activity structuring
Purpose
Challenge
Self-efficacy
Clear feedback
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Game /gamification design is complex
They require an understanding of- Psychology- Sociology- Aesthetics and design- Project management- Monetization & business aspects- Programing & UX development- And a lot more ….
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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So….. How do we do that in practice?
We don’t have full recipes yetBut here are a few cakes for inspiration!
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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2 week research visit15 focus groups
79 students11 staff interviews
27 graduates5 parents
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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At risk children
Poor home conditions
Limited resources
School disengagement
Future prospects?
Keep kids at school
Home-like space
School/teacher care
School engagement
Future prospects!
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Relatable characters/story
Identification
“Education is Harry’s way out”
Embodiment
Goal-setting
Purpose
Empowerment
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Furniture
Walls, floors
Comfort
Self-expression
Autonomy
Social interaction
Home atmosphere
Transportation
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Furniture
Walls, floors
Comfort
Self-expression
Autonomy
Social interaction
Home atmosphere
Transportation
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Integration into schoolwork
To teach vocabulary
Chemistry
Student projects
Enjoyment
Engagement
Morality
Motivation
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Points
Rewards
Motivation
Collaboration
Autonomy
Social interaction
Goal-setting
Cheating
(hyper)competitiveness
Life skills
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Better academic performance
School ownership
Less negative behavior
Significantly less detention
School engagement
Some cheating (as always))
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Can we translate this to “grown up” applications?
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Organically forming collaboration
Mutual goals
Shar
edp
rob
lem
solv
ing
Lobna Hassan, PhD: [email protected], http://lobnahassan.com
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Positive perceptions of physical, mental, and social health (Koivisto et al. 2019)
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Games/Gamification are not “magic engagement pills made of points and badges”
Think about people who will use your gamification: what do they like, dislike, find motivating
Think about what they need to reach their goals and use design to get them there
The same thing will not “click” with everybody all the time
Unintentional, “bad” outcomes are expected aspects of life
Design often requires responsibility and ethics
In conclusion:Human-centric design
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References
Hamari, J. (2019). Gamification. Wiley Blackwell Encyclopedia of Sociology (in press).
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences (HICSS) (pp. 3025-3034). IEEE.
Hassan, L., Harviainen, J. T. & Hamari, J. (2018). Enter Hogwarts: Gamified Education Lessons from the Wizardlings World of Harry Potter. Proceedings of the 2nd International GamiFIN Conference (GamiFIN2018).
Juul, J. (2010). A casual revolution: Reinventing video games and their players. MIT press.
Koivisto, J., Malik, A., Gurkan, B., & Hamari, J. (2019). Getting healthy by catching them all: A study on the relationship between player orientations and health benefits in an augmented reality game. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS). Hawaii International Conference on System Sciences.
Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to design gamification? A method for engineering gamified software. Information & software technology, 95, 219-237. DOI: 10.1016/j.infsof.2017.10.015.