playing in class: the gamification of an undergraduate communication class

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Scholarly Teaching and Learning in Post Secondary Education Nov 13, 2015 Jaigris Hodson and Robert Bajko

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Scholarly Teaching and Learning in Post Secondary EducationNov 13, 2015

Jaigris Hodson and Robert Bajko

1. Why Games?

2. Classroom Gamification A.BenefitsB.ChallengesC.Champions

3. CMN 450A. The StudentsB. The CourseC. The ApproachD. Results

4. Application

5. Let’s Play!

More than “Making Learning Fun”

Problem solving/creativity

Motivation/dopamine

Focus

Play and learning

Empathy

Relaxation

Competition

Compulsion

Team work

Interactivity

Personalization

Benefits, Challenges and Champions

Some studies show positive relationship between gamification and engagement (ie.,

Denny 2013; Li, Grossman, and Fitzmaurice 2012)

Students like to be rewarded directly for their work

Gamification can encourage collaboration, teamwork (Giannetto et al, 2013)

Gamification helps students to locate a greater purpose in their work in the course (Cheong et al, 2014; Kalinauskas, 2014)

Elimate ‘sage on the stage’ model

Structure and rules at department level

Different backgrounds in gaming (ie. gamer vs. non gamer students)

Content and delivery

Time and resources

Most from tech fields, like engineering and game design (ie., Barata et al. 2013; Berkling and Thomas

2013; Cheong, Filippou, and Cheong 2013; Iosup and Epema 2014; Sheldon 2011; Domínguez et al. 2013; Gåsland 2011; Foster et al. 2012; Laskowski and Badurowicz 2014)

Context plays an important role (ie., Hamari,

Koivisto, and Sarsa 2014)

Some implementation from instructor/course designer perspective (ie., Iosup and Epema, 2014)

Much relies on instructor reporting (ie., De

Schutter and Abeele 2014).

And the “Social Media Celebrity Game”

3 sections

3 hours per week

30 students per section

Average student age: 22

Programs: Business, Arts, Communication, Creative Industries

Average year: 4

Course Description

Emerging communication delivery channels such as podcasting, blogging, and social network applications help individuals consume, create and distribute digital content. This course examines the theoretical implications of new communication media and offers hands-on practice using various participatory media platforms. Students will learn how to use participatory media, such as podcasting and other select applications like WordPress and Twitter, to create and deliver social media content. Lab: 3 hours.

Course objectives/learning outcomes

To develop and design participatory digital texts, taking into account audience, purpose and genre

To produce podcasts that demonstrate narrative structure, audio production and editing techniques

To apply communication theory to the analysis of new media formats such as podcasts and online video

Object: Students need to earn experience points AND popularity points

Medium: Analog – students used rule book, cards, dice, and a scoring sheet

No leaderboards, but a weekly trophy

Gamified elements = ½ the class

Quizzes helped earn points, as did activities

Gamification elements from Kaufman, Chandross and Gurr (2005) and Sheldon (2011).

Students reported feeling more engaged

Competitive nature of the game encouraged some students ◦ “I … like the competitive nature of gamification I

think that in a competitive person like myself, it drives me to want to 'win‘”

Students asked for additional work to earn points

“Can I have another quiz to write?”

Students reported the gamified elements helped them to maintain interest in the material◦ “it allowed us to apply what we learned during the

lecture to these tasks so that it was a firsthand experience”

◦ “I found that I could relate to the concepts better as we did our games because we are applying them to it. It has been helpful, and I learned more than just the concepts, but also how to use the platform”

Many reported increased enjoyment◦ “I liked the class interaction and more hands on

structure that was imparted through the weekly challenges and labs. It was a nice change from my other classes with 3 hour long PowerPoint lectures”

◦ “Some things that I liked from this gamified course was the fact that it had some resemblance to the games I play daily, in which I use to destress and relax. Thus, when I come to this course, I tend to have more fun and not feel more pressure from school”

Departmental/Bureaucratic Challenges◦ Ie. That’s just not how it’s done here

Gamers vs. non-gamer/casual gamers◦ You can’t please all the people all of the time.

Challenges of content and delivery◦ LMS challenges

◦ Resource challenges

◦ Time management

How you can do it

Writing course material into a game requires a few straightforward steps:1. Play games. Lots of them. Analog

and digital. Get to know the rule books

2. Read Sheldon (2011) The Multiplayer Classroom

3. Decide on structure and delivery, will all the class be gamified, or will it have gamification elements

4. Don’t just tack it on. Ensure the gamified elements make sense and have a story

Recognize that gamification is involved, it needs your attention

You have to write two things: course material and game material

There may be additional activities that need to be adjudicated

But the work is worth it, it makes a difference to your students

Large learning curve for instructors

Take a look at the game

In your groups, do the following:

Create a short game that helps us learn one or two of the concepts discussed in lecture today

Game needs to be interactive and lively, and needs to involve the rest of your classmates

You could create a trivia game, an interactive online choose your own adventure, or a jeopardy style quiz game

We will vote on our favorite at the end

Twinery.org

Interactive, online, no coding required!

Sample

Gain Knowledge, Experience, and Popularity points.