Gamification

20
Gamification Mark Gill BSc HND DipHE Lecturer in Games Development 10080384

description

Gamification. Mark Gill BSc HND DipHE Lecturer in Games Development 10080384. 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?. - PowerPoint PPT Presentation

Transcript of Gamification

Page 1: Gamification

Gamification Mark Gill BSc HND DipHE

Lecturer in Games Development10080384

Page 2: Gamification

Who plays games?59% of all 6-65 year olds are gamers in the

UK100% of 6-10 year olds are gamers3 Billion hours a week gaming worldwide

Page 3: Gamification

What is gamification?

“Gamification, defined as the use of game-mechanics, dynamics, and frameworks to

promote desired behaviours.”

Page 4: Gamification

Gamification“The use of game elements and game design

techniques in non game context”

Nike running appReward cardsNectar pointsVirtual classrooms

Page 5: Gamification

Why use Gamification in education?

Progress recordingImproved communicationMotivation and engagementInteractive student centred learningPromote goal setting and achievementPromote control over students own learningGame elements driving positive learning

behaviours

Page 6: Gamification

Drive engagement

4 main ways to drive engagement

1. Accelerated feedback cycles2. Clear Goals and rules of play3. A compelling narrative4. Challenging but achievable tasks

Page 7: Gamification

Engagement and progression loops

MotivationActionFeedback

Small challenges Part of the whole

Page 8: Gamification

Gamification in practiceSome 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

Page 10: Gamification

Concepts of gaming we can harnessProgression

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

Page 11: Gamification

Cascading information theoryContinually 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

Page 12: Gamification

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 plansVisual mapping and progressionAccess to Study materials and guides

Page 13: Gamification

Rewards and rankingsProgress charted with tasks to completeXp gained through tasks building up to “levels”Scores tallied on tables against peers Rewards for the class as a whole doing wellRewards for consolidated effortRewards for most improvedRewards for helping others

Those at the top cannot progress without working in a group

Reward achievers with virtual medals or trophies

Page 14: Gamification

Two main types of gamification

Instructor leadQuick instant feedbackAdaptable to learners needs

Computer basedAutonomous Individually paced

Page 15: Gamification

Instructor leadSet missions, challenges or quests Planned Interactive activitiesInclude choice, chance and reward

Developing scoring systemsLinks to a holistic plan (scoreboard /

leaderboard)

Page 16: Gamification

Computer basedUtilise existing software

Social mediaARGS (alternate reality games)VR (Virtual reality)VLE (Virtual Learning environments)

Develop a VLE for students

Page 17: Gamification

VLESecond Life Examplehttp://

www.youtube.com/watch?v=HPDgEcHGzRQ1.10

Fold ithttp://

www.youtube.com/watch?v=iYMU5cMTdeYYEA SCIENCE!

Page 18: Gamification

In use todayClass dojohttp://www.youtube.com/watch?v=KaeNSYJvr

n0&feature=player_embeddedGoalbookStudent ILP teams and social mediahttp://vimeo.com/27145045Course Herohttp://www.youtube.com/watch?v=CEaTk9q6

gCw&feature=player_embedded

Page 19: Gamification

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

Page 20: Gamification

Gamification.org/educationhttp://gamification.org/education