Gamfication - blog - Maryville University

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Motivating and Engaging Students Using
Gamification
Karen Fletcher
Maryville University
• Forty-five percent of all players are women
• Sixty-two percent play with others (in-person or online)
Game Player Data
Entertainment Software Association. (2013). 2013 sales, demographic and usage data. Retrieved from
http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf
Today's student will
spend 10,000 hours
playing computer and
video games by the age
of 21
- Jane McGonigal
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New
York, NY: The Penguin Press.
• To mastery…
• Gladwell’s Outliers
• Formal instruction in
school grades 3
through 12
• 997 hours per year
• National Center for
Education Statistics
10,000 hours. . .
National Center for Education Statistics (2013). Education indicators: An international
perspecitive. Retrieved from http://nces.ed.gov/pubs/eiip/eiipid24.asp
Gamification engages
users and changes
behavior with the best
Motivation
ideas from games, loyalty
programs and behavioral
economics
Positively
- Gabe Zichermann
Changing
Engagement
Behavior
Zichermann, G. (2013, February 5). Gamification of marketing webinar [Video file]. Retrieved from
http://youtu.be/vfu6sUwSdtg
Goals &
Activity
Align
Intrinsic
Can See
Value
Integration
Make it
Our
Own
(Status)
Identification
Told
What to
Do
Intrinsic
Introjection
Don’t
Care
External Regulation
Amotivation
Amotivation
Enjoys,
Internal
Extrinsic
Motivation: Self-Determination Theory
Ryan, R. & Deci, E. (2000, January). Self-Determination Theory and the facilitation of intrinsic motivation, social development, and well-being. Retrieved
from http://media.library.ku.edu.tr/reserve/resspring09/psyc510_NAksan/Mar16th.pdf
Ryan and Deci
Daniel Pink
1. Competence
2. Autonomy
3. Relatedness
1. Autonomy
2. Mastery
3. Purpose
Psychological Needs for Intrinsic Motivation
Pink, D. (2009, August 25). Dan Pink: The puzzle of motivation – A TED Talk [Video file]. Retrieved
from http://youtu.be/rrkrvAUbU9Y
Engagement Loop Player Journey
Motivation
Motivation
Action
Action
Feedback
Feedback
Motivation
Action
Master
Feedback
Motivation
Expert
Action
Novice
Feedback
Onboarding
Zichermann and Werbach referenced this
Pyramid of Gamification Elements
Challenges,
Cooperation,
Feedback, Rewards
Dynamics
Mechanics
Big Picture
Grammar:
Narrative,
Achievements,
Progression,Avatars,
Badges,
Collections,
Relationships
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Components
Werbach, K. (2013, April). The pyramid of elements [Lecture 4.2]. Coursera. Retrieved from https://class.coursera.org/gamification-002/lecture/41
Big Picture
Grammar:
Narrative,
Progression,
Relationships
Dynamics
Narrative
• University
Seminar
•
•
•
Community
Communication
Critical Thinking
• Create better
critical thinkers
while studying
games and
gamification
Progression
• Level up:
• XP: eXperience
Points
• Quests
• Titles
Relationships
• Freshman
class of 21
students
– Guilds of 3
• Peer mentor
• Professor
• Challenges
• Class projects, discussions, and assignments
• Cooperation
Challenges,
Cooperation,
Feedback,
Rewards
• Group reading presentation and group project
• Feedback
• From instructor, peer mentor, peers and from group project
recipients
• Rewards
• Grades, badges, profile, praise from group project recipients
Mechanics
XP (eXperience Points):
Discussion forum statistics,
attendance in class and
events, completion of quests
PBLs: Points, Badges,
Leaderboards
Components and
Learning Environment
Achievements, Avatars,
Badges, Collections,
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Gamer Tag, Guild
Name and Image,
Avatar Name and
Image, Student Profile
Information, Badges
Earned
Components and ePortfolio
Achievements, Avatars,
Badges, Collections,
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Checklists/Challenges,
Restrictions,
Quizzes/Apply for
Badges,
Intelligent Agents
Components and
Learning Environment
Checklist/
Quest
Achievements, Avatars,
Badges, Collections,
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Quiz/
Application
Checklists/Challenges,
Restrictions,
Quizzes/Apply for
Badges,
Intelligent Agents
Components and
Learning Environment
Achievements, Avatars,
Badges, Collections,
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Checklists/Challenges,
Restrictions,
Quizzes/Apply for
Badges,
Intelligent Agents
Components and
Learning Environment
Unlocking/
Restriction on
Completion
Achievements,
Avatars, Badges,
Collections, Content
Unlocking,
Leaderboards,
Levels, Points,
Quests, Social Graph,
Teams
Unlocking/
Checklists/Challenges,
Restrictions,
Quizzes/Apply for
Badges,
Intelligent Agents
Components and
Learning Environment
Restriction on
Time
Achievements,
Avatars, Badges,
Collections, Content
Unlocking,
Leaderboards,
Levels, Points,
Quests, Social Graph,
Teams
Master
Titles based on
number of experience
points
Knight
Padawan
Youngling
Components and
Learning Environment
Taken from Star Wars
Achievements,
Avatars, Badges,
Collections, Content
Unlocking,
Leaderboards,
Levels, Points,
Quests, Social Graph,
Teams
• How our students are learning
• Positively changes behavior
• Rewards success (Everyone earns an F unless)
• Engagement
• Intrinsic Motivation
• Social
Motivation
Engagement
Perceived Benefits
Positively
Changing
Behavior
• It is not all about PBLs
• Points, Badges, Leaderboards
• What do you want your students to learn?
• Do Dynamics and Mechanics first
• This is an iterative process
• It won’t be right the first time
• Plan on student involvement
• Learn, Read, Watch
• Books, Webinars, Courses, TEDTalks and YouTube
• Fun or Whistle While You Work
Lessons Learned (so far)
Assistant Professor
John E. Simon School of
Business
Maryville University
650 Maryville University
Drive
St. Louis, MO 63141
(o) 314.529.9691
kfletcher@maryville.edu
www.maryville.edu
Karen Fletcher
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