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