Is Gamification a Game-Changer? - Mount...

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© K.Becker SoTL 2013 Is Gamification A Game Changer ? Comparing Gamified and n0n-gamified aPProaches Katrin Becker & Patrick Perri Fri. 10-11 Early Returns and Initial Findings of Work in Progress

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Is Gamification A Game Changer ? Comparing Gamified and

n0n-gamified aPProaches

Katrin Becker & Patrick Perri Fri. 10-11

Early Returns and Initial

Findings of Work in Progress

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1. What am I playing now?

2. What is Gamification?

3. An Inadvertent Con?

4. Formal Learning is already a Game.

5. What IS New?

6. The 1st 2 Iterations

7. The Current Experiment

8. Jumping the Gun - Early Conclusions

9. Resources

Outline

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05/12/2013

Katrin

Becker,

PhD

Who Am I?

3

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What am I Playing?

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The use of game elements

in non-game contexts.

What is Gamification?

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Deterding, S. (2012). 9.5 Theses on the Power and Efficacy of Gamification. Microsoft Research. [Microsoft Research Video] Retrieved from http://research.microsoft.com/apps/video/dl.aspx?id=174677&l=i on 12 October 2012.

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Game Elements?

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System Elements

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(Serious)

Games Gamification

(Serious)

Toys

Playful

Design

System Elements

Playing

Gaming

Deterding, S. (2012). 9.5 Theses on the Power and Efficacy of Gamification. Microsoft Research. [Microsoft Research Video] Retrieved from http://research.microsoft.com/apps/video/dl.aspx?id=174677&l=i on 12 October 2012.

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A Con?

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Is Gamification Evil?

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Gamification is Not New - PBL

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What about School?

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Formal Learning is

already a game.

course requirements

policies / regulations

assignments

grades

passing course

game objectives

game rules

quests

XP

winning the game

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=

=

=

=

=

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1. Must earn 'N' XP.

2. Here are 'M' things

totalling >N XP (*important*)

3. Must do at LEAST these: ____

4. The rest is up to you.

Flexible Path

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Everything the learner does for points ADDS

to the total.

NOTHING the learner does can lower their

grade.

What if they blow an assignment quest?

How to control submissions?

Accumulative Grades

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Welcome to COMP 1103….

…..you all have ZERO

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The 1st 2 Iterations

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Background:

Master's level education course (U of C)

Proposed, designed, implemented 2005

Also taught 2006, 2007

All F2F

Previous report on original course (BJET) Traditional design

Readings, discussion

Project (design a game or lesson that uses a game)

Research paper

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Original DGBL Course

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Gamified Course, V1 20% Gamified:

25% Lesson Design

15% Peer Review of Lesson Design

25% High Concept Game Design

15% Peer Review of High Concept Game Design

20% The DGBL Game

Total possible XP: 470

Class Ave: 231

Range: 134 – 333

% over 100% 32% (7/22, + 3 near 100%)

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Gamified Course, V2 50% Gamified:

25% Lesson Design

25% High Concept

Game Design

50% The DGBL Game

Total XP possible:

1000

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Gamified Course, V2 50% Gamified:

25% Lesson Design

25% High Concept Game

Design

50% The DGBL Game

Total XP possible: 1000

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Class Ave:

537

Range:

380 - 650

% over 100%:

70% (9/13)

XP Req'd for

Perfect Score: 500

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Player Stats

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Keeping Score

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Assessment of Individual Quests

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Assessment of Individual Quests

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Typical

Course

Schedule

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Course Orientation

Discussion Paper

Introduction to Game Based Learning

The Current State of Games and Gamers

Game Studies Reading

Response 1

Games and Pedagogy

What Can Games Do? Reading

Response 2

Games are Simulations

Reading Response 3

Examining Games

ID for Games

Making Games Reading

Response 4

Assessing Games for Learning

Prototype Lesson Design

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Can’t go completely flexible courses still progress linearly

there are practical reasons to try and have all students in more or less the same place at the same time W.R.T. Topics

Could think of the topic outline as the narrative if it were a story; how would it best be told?

Course schedule vs game-based various topics & quests

some are tied to various topics and others are not

Just like in a game P learn new things and skills as time progresses

some things have pre-reqs

others can be attempted at any time

Game-based course is mapped out like a storyboard or concept map rather than linearly as most typical courses are

My Adaptation

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Designing a Game

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Gamified

Course

Concept

Map

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Gives up on the lock-step lessons notion Was never a reality anyways

People are at different stages

PROBLEM Cannot go completely over to individualized

learning

Simply impractical in many situations

Each node is like a gamescreen or location Relationships (paths) between nodes are

determined by content rather than time

There are quests, items, associated with each node

Game-Based Course Design

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The Big Challenges

Instructor:

Up-Front Design

Ensuring objectives

are addressed.

Competency-

Based Assessment*

Scoring

Records keeping

Marking Load

Learner:

Taking Ownership

of Learning

Motivation

Time Management

Strategizing

Taking Ownership

of Learning

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The Current Experiment

"Traditional"

student experience: 55% first year

25% second year

13% third year

7% fourth

student interest: 55% open studies

15% business

10% science

rest is various arts programs or diplomas

"Gamified"

student experience: 55% first year

25% second year

15% third year

5% fourth

student interest: 30% open studies

30% business

20% science

rest is various arts programs or diplomas

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COMP 1103: Introduction to Computers

non-majors; 1st year course

required for some programs

science option

broad range of backgrounds

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"Traditional" Delivery

Lecture from ppts,

Ppts released at the beginning of the week,

One chapter per week expected reading,

Every two week's there is an activity for marks (Usually in class: quiz, answer a question, group

impromptu research or

Consensus writing, OR a blog based on lecture/reading question)

Midterm (multiple choice, short answer, long answer)

Final exam

4 assignments (one a group project)

The Current Experiment

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"Gamified" Delivery Lecture from ppts, inquiry-driven, quest-driven

PPTs released at the beginning of the week or sooner

All instructor materials made available to students

Read chapters as relevant plus news items, articles shared on class forum

Final exam (Boss Battle, 250 XP)

Quests: 1 Epic Quest (200 XP, Guild)

4 Achievement Quests (50 XP, Small Guild or Solo)

13 classes of Mini-Quests (10-25 XP, repeatable, Solo)

Most Quests released on 1st day of class

Most Quests have no deadline guidelines provided for order and schedule of completion

1000 XP = 100% (follows MRU letter grade mapping)

Total XP possible = 1450

The Current Experiment

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Step 1:

Design

Meaningful

Evidence of

Competence

The Current

Experiment

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Step 1:

Design

Meaningful

Evidence of

Competence

The Current Experiment

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Step 1:

Design

Meaningful

Evidence of

Competence

The Current Experiment

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Step 2:

Map

Scores XP

Grades Levels

The Current Experiment

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GRADE & GPA Table

(Used to calculate student grades on the Gradebook sheet)

Score Letter Grade GPA XP Level

0 - 19 F 0.00 0 - 199 0

20 - 39 F 0.00 200 - 399 1

40 - 49 F 0.00 400 - 499 2

50 - 54 D 1.00 500 - 549 3

55 - 59 D+ 1.70 550 - 599 4

60 - 62 C- 1.70 600 - 629 5

63 - 66 C 2.00 630 - 669 6

67 - 69 C+ 2.30 670 - 699 7

70 - 72 B- 2.70 700 - 729 8

73 - 76 B 3.00 730 - 769 9

77 - 79 B+ 3.30 770 - 799 10

80 - 84 A- 3.70 800 - 849 11

85 - 94 A 4.00 850 - 949 12

95 - 100 A+ 4.00 950 - 1000 13

101+ A+ 4.00 1001+ 14

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Step 3 & 4:

Assign XP values

to Quests

Decide on:

options

flexibility

achievement

path

The Current Experiment

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Step 5:

Set up

Scoring

Mechanism

Set up

"Gradebook"

The Current Experiment

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Jumping the Gun - Early Conclusions Traditional Gamified

Confident of success in spite of average ability (self-assessed)

Comfortable w/ requirements.

~ 25% commented on lack of deadlines (positive)

1 felt it was easier to understand

1 felt it was too unstructured

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All values were lower *except* how

well expectations matched

requirements (?).

Scale: 1-7

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Support Requires considerable "on-boarding"

Structure Too little structure for some Learners have greater control over their own

learning Learners felt ownership of their own learning

Competition Motivating for some Discouraging for others

Assessment Fast grading turn-around essential Tendency to grade quantitatively

Simple grading schemes Practical mechanisms for meaningful feedback

Jumping the Gun - Early Conclusions

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Questions?

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‘Gamification’ - the use of game elements in non-game contexts - has rapidly become one of the current hottest trends. This presentation presents an overview of what gamification is and isn’t, and reports on the author’s experiences using this approach in a graduate level education class as well as the early results of a comparison between gamified and non-gamified sections of a freshman introduction to computers course. In the current course, the non-gamified sections employ a fairly standard structure that includes various

assignments spread out throughout the term, various in-class activities, and both a midterm and final exam. The gamified section organizes all student work into various quests worth from 10 to 200 ‘experience points’ (XP), most of which have no set deadlines. While the quests are effectively equivalent in grade weight to the assignments of the more traditional sections, students in the gamified section start off with a score of zero (0) and every quest they submit contributes to their final grade cumulatively. A final score of 1000 is equivalent

to 100%, but the total number of possible XP is 1435. All quests were made available to students at the beginning of term; some could be repeated for XP and included a variety of ‘guild’ (group) quests and ‘solo’ quests; and many quests could be repeated to earn additional XP. The presentation will provide some background on gamification, detail the course structure, highlight early successes and failures, and conclude with strategies for incorporating meaningful gamification in other courses.

Abstract of Presentation:

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Becker, K. (2004). Reconciling a Traditional Syllabus with an Inquiry-Based Introductory Course. The Journal of Computing Science in Colleges, 20(2), 28-37.

Becker, K. (2006). How much choice is too much? SIGCSE Bull., 38(4), 78-82. doi: 10.1145/1189136.1189176.

Becker, K. (2007). Digital Game Based Learning, Once Removed: Teaching Teachers BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, SIG-GLUE Special Issue on Game-Based Learning 2007, 38(3), 478-488.

Bogost, I. (2012). Persuasive Games: Exploitationware. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php

Charles, D., Charles, T., McNeill, M., Bustard, D., & Black, M. (2011). Game-based feedback for educational multi-user virtual environments. British Journal of Educational Technology, 42(4), 638-654. doi: 10.1111/j.1467-8535.2010.01068.x.

Deci, E. and Ryan, R. (2004). Handbook of Self-Determination Research. Rochester, NY: University of Rochester Press.

Deterding, S. (2012). 9.5 Theses on the Power and Efficacy of Gamification. Microsoft Research. [Microsoft Research Video] Retrieved from http://research.microsoft.com/apps/video/dl.aspx?id=174677&l=i on 12 October 2012.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Paper presented at the Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland

Kapp, K. M. (2012). The gamification of learning and instruction : game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.

Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Paper presented at the Games + Learning + Society 8.0, Madison, WI. on June 13

Sheldon, L. (2012). The Multiplayer Classroom : Designing Coursework as a Game. Boston, Mass.: Course Technology/Cengage Learning.

Resources

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