gamification
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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 PresentationTRANSCRIPT
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Gamification Mark Gill BSc HND DipHE
Lecturer in Games Development10080384
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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
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What is gamification?
“Gamification, defined as the use of game-mechanics, dynamics, and frameworks to
promote desired behaviours.”
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Gamification“The use of game elements and game design
techniques in non game context”
Nike running appReward cardsNectar pointsVirtual classrooms
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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
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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
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Engagement and progression loops
MotivationActionFeedback
Small challenges Part of the whole
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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
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TED Talk on Gamificationhttp://
www.youtube.com/watch?feature=player_embedded&v=4qlYGX0H6Ec
1:40 -3:38
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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
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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
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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
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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
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Two main types of gamification
Instructor leadQuick instant feedbackAdaptable to learners needs
Computer basedAutonomous Individually paced
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Instructor leadSet missions, challenges or quests Planned Interactive activitiesInclude choice, chance and reward
Developing scoring systemsLinks to a holistic plan (scoreboard /
leaderboard)
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Computer basedUtilise existing software
Social mediaARGS (alternate reality games)VR (Virtual reality)VLE (Virtual Learning environments)
Develop a VLE for students
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VLESecond Life Examplehttp://
www.youtube.com/watch?v=HPDgEcHGzRQ1.10
Fold ithttp://
www.youtube.com/watch?v=iYMU5cMTdeYYEA SCIENCE!
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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
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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