SlideShare une entreprise Scribd logo
1  sur  55
Télécharger pour lire hors ligne
LEARNING

  GAMES

  GAMIFICATION

       Ryan Martinez                                                         John Martin
 UW-Madison Games + Learning + Society                                   UW-Madison Academic Technology
Friday, March 29, 13                                                                                  1

A webinar presentation on Games and Gamification for the 2013 Horizon Report for Higher Education
(read more here: http://www.nmc.org/publications/2013-horizon-report-higher-ed).

For more information, contact: Ryan Martinez <rmmartinez@gmail.com> or John Martin
<regardingjohn@gmail.com>

Hi, I’m John
(and I’m Ryan)
Just to give you an overview of our talk:

Ryan will start on the macro level with Gamification with the goal of a general overview of
gamification, some examples, and directions of focus for educators
(Then John will jump in and specifically focus on smaller examples and simpler strategies on how to get
started with integrating games into curriculum.)
GAMIFICATION

Friday, March 29, 13                                                                                        2

Today we’re going to be talking about the impact of games and the concept of gamification from both
the Horizon Report and our own personal interactions with using both in education.

Before we begin I would like that throughout the presentation that those who have great examples of
gamified environments that they either feel are great, or not so great, examples, to please post the URLs
into the chatbox. Hopefully we will be able to archive and provide a crowdsourced list at the end of this
webinar.
 If you attended the most recent EDUCAUSE meeting in Denver, you’re probably familiar with the idea
of using badges, hence this slide. We’ll talk more about the idea of badges in a bit, but before that we
should probably hit on a definition of gamification.
THE BASICS
Friday, March 29, 13
                                                       (Deterding, et al. 2011)
                                                                                                            3

So the relative basics of gamification, and what I believe would be one of the few things that both sides
— the PRO camp with theorists such as Jane McGonigal, and the CON camp lead by Ian Bogost — can
agree on, and as proposed by Sebastian Deterding is that gamification is the use of game design
elements in non-game contexts. So choices that already have consequences get additional elements
worked in to either motivate or demotivate you —
Friday, March 29, 13
                             THE BASICS                                                                 4

— eventually changing the way you look at situations and inevitably how you perceive your reality. Or
at least modifying things that you already do and adding more incentive.
Friday, March 29, 13                                                                                       5

As I stated earlier, there is no shortage of both academics and school administrators looking discussing
the proper implementation of a gamified experience. These competitions and conferences are just a
handful, and the number increases every single year.

Unfortunately, with the massive interest and implementation of gamified environments in learning
environments, there are a lot of really bad examples. But I would like to show you an example of what I
feel is a great direction for gamification on a wide scale.
Friday, March 29, 13                                                                               6

This is the home page to a USC developed gamified environment called Reality Ends Here. Jeff Watson,
Simon Wiscombe, Tracy Fullerton helped create this experiment in 2011. The concept was quite simple.
reality.usc.edu/about
Friday, March 29, 13                                                                                    7

Students from the USC film school could go to the game office to pick up a pack of cards.

Each deck was different, and had cards with different properties. Students were encouraged to
collaborate with others in their program to produce an artifact based on a combination of cards, and then
submit their project to the main office to get points for completion.
reality.usc.edu/about
Friday, March 29, 13                                                                                    7

Students from the USC film school could go to the game office to pick up a pack of cards.

Each deck was different, and had cards with different properties. Students were encouraged to
collaborate with others in their program to produce an artifact based on a combination of cards, and then
submit their project to the main office to get points for completion.
reality.usc.edu/about
Friday, March 29, 13                                                                                    7

Students from the USC film school could go to the game office to pick up a pack of cards.

Each deck was different, and had cards with different properties. Students were encouraged to
collaborate with others in their program to produce an artifact based on a combination of cards, and then
submit their project to the main office to get points for completion.
reality.usc.edu/about
Friday, March 29, 13                                                                                    7

Students from the USC film school could go to the game office to pick up a pack of cards.

Each deck was different, and had cards with different properties. Students were encouraged to
collaborate with others in their program to produce an artifact based on a combination of cards, and then
submit their project to the main office to get points for completion.
Friday, March 29, 13                                                                                     8

Here is an example of what the students received. The card on the left is an illustration; the card on the
right gets into the game mechanics. The colors on the edges of the cards indicate which others cards you
can pair with. Blue has to go with blue, and so on. The numbers on the right corner are points you can
earn depending on how you pair them.
Friday, March 29, 13                                                                                  9

This card configuration was made by a large group. All of these cards and their properties ended up
being this extreme example.
Friday, March 29, 13                                                                                    10

There are many examples of products from Reality Ends Here; this photoshopped poster was the
product of all those cards that you saw previously. Which brings me to another issue and what I feel is a
primary concern we educators face with gamification: what motivates players (students) to participate
in gamified environments. Motivation or more specfically...
INTRINSIC MOTIVATION



                  EXTRINSIC MOTIVATION


Friday, March 29, 13                                          11

two types of motivation: Intrinsic and Extrinsic motivation
INTRINSIC




Friday, March 29, 13                                                                                        12

To elaborate a bit more on how to differentiate these two types of motivation. Think of it this way. You,
on the left, just took a picture of a child family member. The motivation for you to do that ...
INTRINSIC




Friday, March 29, 13                                                                                     13

... is happiness you feel inside. There may be no other real reward besides that it made you feel good
making the other person happy.
Friday, March 29, 13                                                                                         14

With extrinsic motivation you complete a task because you expect something in return. So If you see on
the slide this looks to be some a chart for a child’s work and behavior. If he or she makes the bed in the
morning or reads a book they will receive a star. Five stars will give that person a reward. They’re not
necessarily compelled to do the work because they want to, it’s because they’re gonna get something
cool for doing the crappy work.
DECI, ET AL. (1999)




Friday, March 29, 13                                                                                    15

Edward Deci from the University of Rochester headed up a metaanalysis of 128 studies which dealt
with how extrinsic motivation affected intrinsic motivation. They found extrinsic motivation actually
DECREASES free will intrinsic motivation. Meaning, those who accomplished goals didn’t do it so
much for their own growth and sense of accomplishment, but for rewards and achievements given by
other people to denote an accomplishment took place.
DECI, ET AL. (1999)
                                                         128 Studies




Friday, March 29, 13                                                                                    15

Edward Deci from the University of Rochester headed up a metaanalysis of 128 studies which dealt
with how extrinsic motivation affected intrinsic motivation. They found extrinsic motivation actually
DECREASES free will intrinsic motivation. Meaning, those who accomplished goals didn’t do it so
much for their own growth and sense of accomplishment, but for rewards and achievements given by
other people to denote an accomplishment took place.
DECI, ET AL. (1999)
                                                         128 Studies


                                                          Extrinsic rewards on
                                                          intrinsic motivation




Friday, March 29, 13                                                                                    15

Edward Deci from the University of Rochester headed up a metaanalysis of 128 studies which dealt
with how extrinsic motivation affected intrinsic motivation. They found extrinsic motivation actually
DECREASES free will intrinsic motivation. Meaning, those who accomplished goals didn’t do it so
much for their own growth and sense of accomplishment, but for rewards and achievements given by
other people to denote an accomplishment took place.
DECI, ET AL. (1999)
                                                         128 Studies


                                                          Extrinsic rewards on
                                                          intrinsic motivation


                                                          Rewards for
                                                          tasks completed
                                                          decreased free-will
                                                          motivation



Friday, March 29, 13                                                                                    15

Edward Deci from the University of Rochester headed up a metaanalysis of 128 studies which dealt
with how extrinsic motivation affected intrinsic motivation. They found extrinsic motivation actually
DECREASES free will intrinsic motivation. Meaning, those who accomplished goals didn’t do it so
much for their own growth and sense of accomplishment, but for rewards and achievements given by
other people to denote an accomplishment took place.
You have to find game design that
                                                           resonates with what you are trying to do
                                                           and brings out its essence; mental context.
                                                           Business travellers (sic) care about status,
                                                           but if you were at Toys R Us and the
                                                           cashier announced you were now a
                                                           ‘platinum level toy buyer’ you’d be
                                                           embarrassed; pleasure is contextual.

                                                           ~ Jesse Schell, 2011




Friday, March 29, 13                                                                                          16

Assessment without purpose (in the eye of the user) is a large oppositional issues in gamification.
Because of the talk Schell was invited back to debate social gaming/gamification with Zynga’s chief
game developer Brian Reynolds. Schell did not discuss the definition of gamification so much as he
wanted to go into greater detail about the concept of pleasure. Essentially that if you get pleasure out of
something, that is when you will do the action, play the game, etc. But what Schell gets and
unfortunately a lot of game and educational game designers do not is that the pleasure is contextual. If
we really enjoy doing something it’s not necessarily for the extrinsic reward like what is offered as the
carrot in many gamified environments.

(A lovely look at a Gamification Dystopia in Schell’s DICE talk http://www.youtube.com/watch?v=nka-
_Mhp7f0)
Friday, March 29, 13                                                                                          17

There was an episode of Family Guy where he and Quagmire are at a party, Quagmire asks Peter if he
wants play drink the beer, Peter obliges and drinks the beer asking what he wins. “Another beer!”
responds Quagmire, and Peter responds “Oh I’m going for the high score”.

This illustrates the intrinsic and extrinsic rewards that Schell talks about. It’s the pleasure of drinking
that really drives Peter ... he was going to play drink the beer anyway because it makes him happy.
Same for the episode that parodies Willa Wonka when Peter is trying to find the golden ticket for a tour
of the Pawtucket Patriot factory. He just really likes drinking.
More specifically,
                                                                          gamification is marketing
                                                                          bullshit, invented by
                                                                          consultants as a means to
                                                                          capture the wild, coveted
                                                                          beast that is videogames and
                                                                          to domesticate it for use in
                                                                          the grey, hopeless wasteland
                                                                          of big business, where
                                                                          bullshit already reigns
                                                                          anyway.
                                                                          ~ Ian Bogost, 2012




Friday, March 29, 13                                                                                          18

Ian Bogost is a games researcher who strongly believes that gamification and the implementation of it
up to this point is questionable. He thinks gamification is just a corporate ploy to attract more people to
their product with additional bells and whistles.

He proposes that we use the term “exploitationware” as a more correct definition of what exactly these
applications and games are doing in regard to our consumer and life choices.
Friday, March 29, 13                                                                                  19

As an example of this marketing, or games as propaganda, IDF Ranks, a game sponsored by the Israeli
Defense Force, is a social media project where players were rewarded through Facebook or Twitter
when they redistributed news posted by the IDF to as they state ‘let the world know what’s really going
on in Israel’.
Friday, March 29, 13                                                                                20

In IDF Ranks, when the user logs into their Facebook or Twitter account, their activity, their likes,
shares, retweets and comments earn points that advance them through IDF ranks. Retweeting something
five times is a badge, ‘learning the truth about Hamas’ through the IDF earns a badge, as is learning
more about recent rocket attacks between Israel and Palestine.
Friday, March 29, 13                                                                                20

In IDF Ranks, when the user logs into their Facebook or Twitter account, their activity, their likes,
shares, retweets and comments earn points that advance them through IDF ranks. Retweeting something
five times is a badge, ‘learning the truth about Hamas’ through the IDF earns a badge, as is learning
more about recent rocket attacks between Israel and Palestine.
Friday, March 29, 13                                                                                20

In IDF Ranks, when the user logs into their Facebook or Twitter account, their activity, their likes,
shares, retweets and comments earn points that advance them through IDF ranks. Retweeting something
five times is a badge, ‘learning the truth about Hamas’ through the IDF earns a badge, as is learning
more about recent rocket attacks between Israel and Palestine.
Ultimately, the real reward of seeing
                                                          friends more often and breaking outside
                                                          your routine has nothing to do with virtual
                                                          badges or social life points or online
                                                          bragging rights. The real rewards are all
                                                          the positive emotions you are feeling, like
                                                          discovery and adventure; the new
                                                          experiences you’re having...and the social
                                                          connections you’re strengthening by being
                                                          around people you like more often.
                                                          Foursquare doesn’t replace these rewards.
                                                          Instead, it draws your attention to them.

                                                          ~ Jane McGonigal, 2011




Friday, March 29, 13                                                                                    21

Jane McGonigal, on the other hand, would not deny some negative implementations of gamification, but
offers a much more positive spin to what Bogost proposes. Her feelings are that there are very powerful
motivations in games that can be harnessed to improve the world.

(Jane’s TED Talk about this is here: http://www.youtube.com/watch?v=dE1DuBesGYM)
Friday, March 29, 13                                                                                      22

McGonigal’s idea is to try to use games for the betterment. According to her she “believes that many of
us become the best version of ourselves” when we are in these game worlds. She and her group, the
Institute for the Future based on Palo Alto, have developed collaborate gamified environments with
cooperation from the World Bank and other major groups. One of her newest games, Superbetter, was
designed for people to take proactive steps to a better lifestyle, being rewarded along the way.
Friday, March 29, 13                                                                                  23

But even though McGonigal’s view is very different from Bogost’s, she also acknowledges the
difficulties in gamifying environments where the player does not want to participate. The game will
only work, if you want to play.
http://www.gartner.com/it/page.jsp?id=2251015
Friday, March 29, 13                                                                                  24

That is the biggest problem with the early implementation of game layers to real world environments, is
that we have rushed to shoehorn in these types of play into our work and education.
http://www.gartner.com/it/page.jsp?id=2251015
Friday, March 29, 13                                                                                   25

A not-so-distant Garner report found that up to 80 percent of gamified environments will fail because of
poor design. Whether that be people abusing the system or simply not caring enough to play are major
questions, and just one of many reasons why while gamification is an interesting proposal to advance
training and education, we cannot see it as a panacea.
Side effects of design




                                                                        Deterding, 2010
Friday, March 29, 13                                                                                     26

Sebastian Deterding is a PhD researcher at the graduate school of the Research Center for Media and
Communication, Hamburg University.

In his talk “Pawned: Gamification and its Discontents,” Deterding speaks of the perils of unintended
kinks in the gamification design. One example was a game sponsored by BMW to support their line of
fuel efficient cars. They challenged people to use as little fuel as possible and then record it for a
leaderboard in their area. People were really taken with the challenge. Anyone know what happens
when you stop at a red light? (PAUSE) What does idling do? (PAUSE) It uses gas. So what uses less
gas? (PAUSE) When you just keep going. So drivers starting practicing unsafe driving habits like not
stopping at red lights in order to be the better, more efficient fuel driver.

These are side effects of design and some of the perils of gamification according to deterding. Simply
slapping on game layers to real world environments does not make it better.
They are glorified report cards that turn
                       games into work and life into play, and
                       users into pawns rather than players ...
                       What I’m saying is they’re not
                       necessarily playful at the moment.

                       Deterding, 2010




Friday, March 29, 13                                               27
How might we preserve the point in
                                                            being pointless?

                                                            Deterding, 2010




Friday, March 29, 13                                                                                          28

Both Schell, McGonigal, Bogost, and Deterding acknowledge that game spaces can be powerful
motivators if not for playfulness, corporate advertising, or health and critical thinking. As such there is
bubbling up another conversation
Friday, March 29, 13                                                                                    29

What steps and design techniques can we use in the near and distant future that will make our gameful
layers in work and school less like blue and gold stars.
Friday, March 29, 13                                                                                      30

And more like actual play?

I’m going to turn things over to my colleague John Martin right now, but please feel free to post
followup inquiries from my presentation in the chat box. I will answer the best I can in chat, or later
through my twitter feed, @ryanmmartinez. Thank you, and here is John...
GAMES

Friday, March 29, 13                                                                                      31

“Thanks Ryan! So let’s downshift a bit from the larger topic of gamification to the smaller topic of
easier places to start. I’d love to hear from you all, so please share your favorite examples of games that
teach (and what they teach, if it’s not evident in the title), or ideas that you might have that you’ve not
tried; that someone else may have — let’s get a conversation going on the side...”
Where Gamification is the process of adding game elements to an existing structure — and in education,
we tend to think of that something as an entire course — we can also look to games to help teach the
specific content.

For that matter, we can also start smaller by gamifying any single component in a course, whether
content-focused or administrative focused. Or we can just include any already-created game in the
curriculum if it can address what we want it to; OR, if your students see a connection, even if we don’t!

The top row are augmented reality games that John has been involved in creating. The second row is
from game jams we’ve held as part of classes for high school and college students. The third row are
science games created by colleagues in GLS, and the last two rows are some of the games our friends at
Filament games have been making.
WHERE TO START?

Friday, March 29, 13                                                                                      32

Your students have a life outside the classroom, right? And in that life, many of them play video games
that cost millions of dollars and tens of thousands of hours to create. How can we compete with that?
Well, it’s really hard.
Friday, March 29, 13                                                                                    33

There’s some success (relative success) by simply adding sound effects and badges and levels to what
you’re already doing; some call this “chocolate-covered broccoli”. What many in the Games + Learning
+ Society research group instead look at, is the learning that takes place in (and outside of)
professionally-created games. The GLS conference — bringing together folks fromthe games industry,
games scholars, and educators — is a good place to start, as there are sessions on all sorts of games and
gamification topics.
Friday, March 29, 13                                                                                   34

Or, if you can’t come to Madison in June, but want more on videogames and learning sign up for the
MOOC taught by GLS scholars Kurt and Constance. Ryan and I are doing instructional design for it. It
should be good.

But here’s the thing about MAKING educational video games — it’s hard and expensive to make good
ones. So for the next few minutes let’s focus on first steps.
HINT: Systemize — think in game language




                       http://gamingmatter.com/GM/Commentary/Entries/2013/1/10_Trying_out_a_Multi-player_Classroom.html




Friday, March 29, 13                                                                                                      35

First, start thinking about learning from the perspective of game players. My colleague Seann Dikkers,
at the University of Ohio has been experimenting with bringing gaming elements into the curriculum.
What he did was simply change the paradigm of the course structure from one where you start with an
“A” and maintain it, to one where you start with nothing, and have to earn your way through levels.
There’s more about it here: http://gamingmatter.com/GM/Commentary/Entries/
2013/1/10_Trying_out_a_Multi-player_Classroom.html
HINT: Harness students — prompt peer interaction

         Side quests                                       Easter Eggs
     • First to turn in a project early                  • First to organize a social event not
                                                           related to course work
     • First to publish a project to a larger
         audience                                        • First to achieve level 10
     • First to authentically amaze me with              • First to change or modify an
         awesomeness                                       assignment for something far more
                                                           difficult to complete.
     • First to gather & lead a group in class
                                                         • First to make me laugh
     • First to be recruited to a group because
         they had a discrete skill needed                • First to make the class laugh during
                                                           meeting times
     • First to visit my office
                                                         • Any/All submissions of course work
     • First to lead a class meeting online that           to a conference or journal accepted
         wasn’t required for class                         for presentation

     • First to publicly praise another student          • Any/All that knock a class leader off
         (or student work) as inspiring them to            the leader board after week seven
         try something new.

Friday, March 29, 13                                                                                     36

He also started to harness student-to-student interactions. Students are better at entertaining each other
than you are; social interactions are far more rich and vibrant and emergent than anything you can write
into your game. Instead of tightly controlling the game (and “cheating”), let things emerge.
HINT: Keep it “open” — let them play their game
                                             Acting
                       Killers                                  Achievers

            harrass, heckle, hack,                   win, challenge, create,
            cheat, taunt, tease                      compare, show off
Player




                                                                                                              World
           give, express, comment,                   explore, view, rate,
           share, greet, like, tease                 curate, vote, review


                       Socializers                                Explorers
                                         Interacting                Bartle (1996) http://www.mud.co.uk/richard/hcds.htm

Friday, March 29, 13                                                                                                      37

We’ve heard much about badges lately, and they seem to work for some people (Achievers), so it’s hard
for me to dismiss their potential. Personally, I am not very motivated by badges, etc. I like to play games
that let me play them my way (I’m an Explorer).

So, if and when you build a game, be sure to create multiple ways to engage in it. If you make it a
solitary task about collecting points or badges, you’ve alienated many of your players.
Title: Can
                                                                         Quantum-
                                                                Mechanical
                                                                Description of
                                                                Physical Reality
                                                                Be Considered
                                                                Complete?
                                                                Journal: Physical     Review
                                                                Impact Factor:

                                                                Times Cited: 5521
                                                                Article Age: 1935
                                                                Citations in article: 0



                                                                ATTACK:


                                                                DEFENSE:


                                                                INITIATIVE:




Friday, March 29, 13                                                                                  38

Here’s a simple “Magic-style” game we’re developing to teach Science Literature research, where you
build your deck with articles, using the Journal’s Impact Factor (among other things) to figure out
values. Then you play them against other players’ articles. (this card is not complete)
HINT: Dip your broccoli — at least they’re eating




Friday, March 29, 13                                                                                    39

Here’s a shot and screenshot from a Sustainability game we just finished using ARIS. 120 students
walked through six campus buildings to see and interact with sustainability themes. They had roles and
goals, and collected items, and were prompted to interact with each other — and it was alright. It wasn’t
a fantastic game, BUT it was 1) PLAYFUL, and 2) it SITUATED THEM in an authentic environment
with real issues, and 3) it got them thinking at a very low level about some of the issues. Most
importantly, they had a group experience with all the themes of the class that the instructor can refer
back to as she covers them more in depth througout the semester.

This one took several hundred TA hours to create a 2.5 hour game experience.
(For more on ARIS, see http://arisgames.org/)
HINT: Dip your broccoli — (at least they’re eating)




Friday, March 29, 13                                                                                       40

Here’s a similar one done last Fall in ARIS (arisgames.org) for a Folklore class, where 80 students
geotagged their campus with 1) a significant place; 2) a story (inteview); and 3) two examples of folk
art (grafitti). That alone made it a wonderfully-emergent and personal game, but the social genius of it
was that the instructor had them visit two places that others had tagged, and comment on the Folklore
themes and class statuses that were tagged (e.g. what did freshmen tag vs seniors).

Was it fun? sort of; it was more frustrating than fun due to technical difficulties of uploading video with
bad cell covereage, but it WAS very engaging, and the engagement helped them get through the
frustration.

This one took ~4 hours to create a 3-week game experience.
HINT: Start small — iterate on successes




Friday, March 29, 13                                                                                 41

So start simple and slow! Start by making one week or theme, or one over-arching theme for the
semester into an extra-credit game or game-based assignment. Don’t make it voluntary, but make the
stakes REALLY LOW!

Build off the successes and expand to larger chunks.
HINT: Manage expectations — Set the bar low




                     Consult the
                 command:


                 tome of wisdom!


                                                                               INVENTORY
                                                                              Tome of Wisdom

                                                                              Sword of Grammar




Friday, March 29, 13                                                                                  42

If you shoot too high, be aware that your awesome game that you’ve spent 2 years and all your grant
funding to build WILL SUCK. I have personally built many terrible games that felt good to me. I was
wrong because although, in and of themselves, instructor-created games may be wonderfully
educational —
HINT: Manage expectations — Set the bar low




Friday, March 29, 13                                                                                      43

... relative to what your students are playing, the graphics are terrible, the worlds are tiny, the ways to
play them are limited, the algorithms are off, they look like educational games — and your students will
judge you harshly.
HINT: Have them lead — Set the bar low




Friday, March 29, 13                                                                                 44

Instead, have them make games. The games will actually be worse than yours (which will make you feel
smart!), but they’ll enjoy making them, they’ll engage in critical thinking by integrating course
concepts, and they’ll enjoy sharing them with the other students — and it’s better than a final paper.
Friday, March 29, 13                                                                                      45

This “Chutes and Ladders” variation uses the TV show “The Wire” to start a discussion about Achieving
the American Dream. First of all, it raises the question of whether it’s all about luck by rolling a 6-sided
die to get to the top row. But then notice that when you get to the top row, you have to roll a 7 to win —
there’s actually no way to win. The game is then over, but now the discussion really gets heated! — this
is a teacher’s dream!
Friday, March 29, 13                                                                                           46

At the K-12 level, Minecraft is being used to teach all sorts of things; it’s a creative, collaborative open
environment that can be harnessed by higher education as well. See this: http://www.youtube.com/
watch?v=RI0BN5AWOe8

(How might this connect with Maker-bots? See this: http://www.youtube.com/watch?v=klQ7bb8bBsQ)
DISCUSS?

Friday, March 29, 13                                                                                     47

Speaking of discussion, we’re probably at a point where you may have some questions... so let’s end it
here.

Other links:

https://kerbalspaceprogram.com/ vs. Cool-It (video: http://engage.doit.wisc.edu/sims_games/roundtwo/
application_videos/pfotenhauer.wmv )
http://engage.doit.wisc.edu/games-showcase/cool-it.php
http://engage.wisc.edu/games-showcase/

Contenu connexe

Tendances

The Gamification of Learning: What Research Says About Simulations & Serious...
The Gamification of Learning:  What Research Says About Simulations & Serious...The Gamification of Learning:  What Research Says About Simulations & Serious...
The Gamification of Learning: What Research Says About Simulations & Serious...Karl Kapp
 
Gadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachGadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachKarl Kapp
 
Future of Learning: Games and Gamification
Future of Learning: Games and GamificationFuture of Learning: Games and Gamification
Future of Learning: Games and GamificationKarl Kapp
 
Play to Learn : Keynote by Professor Maja Pivec
Play to Learn : Keynote by Professor Maja PivecPlay to Learn : Keynote by Professor Maja Pivec
Play to Learn : Keynote by Professor Maja PivecPaul Pivec
 
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi Nerantzi
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi NerantziPlaying for change, playshop resources, Dr Jenny Fisher and Chrissi Nerantzi
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi NerantziChrissi Nerantzi
 
Karl Kapp - Identifying the “Learning” Elements in Games
Karl Kapp - Identifying the “Learning” Elements in GamesKarl Kapp - Identifying the “Learning” Elements in Games
Karl Kapp - Identifying the “Learning” Elements in GamesSeriousGamesAssoc
 
The role of educational and learning pc games1
The role of educational and learning pc games1The role of educational and learning pc games1
The role of educational and learning pc games1Andris Vališins
 
Where is the learning in games2
Where is the learning in games2Where is the learning in games2
Where is the learning in games2Karl Kapp
 
Games, learning, and assessment
Games, learning, and assessmentGames, learning, and assessment
Games, learning, and assessmentAliAqsamAbbasi
 
Systems Based Gamification Volimen I: Play
Systems Based Gamification Volimen I: PlaySystems Based Gamification Volimen I: Play
Systems Based Gamification Volimen I: PlayEugene Sheely
 
Houston, ASTD: What Research Tells Us about Games, Gamification and Learning
Houston, ASTD: What Research Tells Us about Games, Gamification and LearningHouston, ASTD: What Research Tells Us about Games, Gamification and Learning
Houston, ASTD: What Research Tells Us about Games, Gamification and LearningKarl Kapp
 
Serious games review
Serious games reviewSerious games review
Serious games reviewRoel Palmaers
 
The Role of Games and Simulations in Learning
The Role of Games and Simulations in Learning The Role of Games and Simulations in Learning
The Role of Games and Simulations in Learning Karl Kapp
 

Tendances (17)

The Gamification of Learning: What Research Says About Simulations & Serious...
The Gamification of Learning:  What Research Says About Simulations & Serious...The Gamification of Learning:  What Research Says About Simulations & Serious...
The Gamification of Learning: What Research Says About Simulations & Serious...
 
Games in learning_sonja_ang
Games in learning_sonja_angGames in learning_sonja_ang
Games in learning_sonja_ang
 
Gadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachGadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the Beach
 
Future of Learning: Games and Gamification
Future of Learning: Games and GamificationFuture of Learning: Games and Gamification
Future of Learning: Games and Gamification
 
Desktop game
Desktop gameDesktop game
Desktop game
 
Play to Learn : Keynote by Professor Maja Pivec
Play to Learn : Keynote by Professor Maja PivecPlay to Learn : Keynote by Professor Maja Pivec
Play to Learn : Keynote by Professor Maja Pivec
 
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi Nerantzi
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi NerantziPlaying for change, playshop resources, Dr Jenny Fisher and Chrissi Nerantzi
Playing for change, playshop resources, Dr Jenny Fisher and Chrissi Nerantzi
 
Karl Kapp - Identifying the “Learning” Elements in Games
Karl Kapp - Identifying the “Learning” Elements in GamesKarl Kapp - Identifying the “Learning” Elements in Games
Karl Kapp - Identifying the “Learning” Elements in Games
 
The role of educational and learning pc games1
The role of educational and learning pc games1The role of educational and learning pc games1
The role of educational and learning pc games1
 
4. Serious Games: an Introduction
4. Serious Games: an Introduction4. Serious Games: an Introduction
4. Serious Games: an Introduction
 
Where is the learning in games2
Where is the learning in games2Where is the learning in games2
Where is the learning in games2
 
Gamification
GamificationGamification
Gamification
 
Games, learning, and assessment
Games, learning, and assessmentGames, learning, and assessment
Games, learning, and assessment
 
Systems Based Gamification Volimen I: Play
Systems Based Gamification Volimen I: PlaySystems Based Gamification Volimen I: Play
Systems Based Gamification Volimen I: Play
 
Houston, ASTD: What Research Tells Us about Games, Gamification and Learning
Houston, ASTD: What Research Tells Us about Games, Gamification and LearningHouston, ASTD: What Research Tells Us about Games, Gamification and Learning
Houston, ASTD: What Research Tells Us about Games, Gamification and Learning
 
Serious games review
Serious games reviewSerious games review
Serious games review
 
The Role of Games and Simulations in Learning
The Role of Games and Simulations in Learning The Role of Games and Simulations in Learning
The Role of Games and Simulations in Learning
 

Similaire à Learning, Games, and Gamification - with NOTES (Horizon Report Webinar)

Instructional software
Instructional software Instructional software
Instructional software George Phillip
 
Innovative Learning Techniques: Games, Social Learning and Interactive Storie...
Innovative Learning Techniques: Games, Social Learning and Interactive Storie...Innovative Learning Techniques: Games, Social Learning and Interactive Storie...
Innovative Learning Techniques: Games, Social Learning and Interactive Storie...Karl Kapp
 
TH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceTH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceKarl Kapp
 
Gaming the System with Mary Poppins & Mr T
Gaming the System with Mary Poppins  & Mr TGaming the System with Mary Poppins  & Mr T
Gaming the System with Mary Poppins & Mr TPaul Driver
 
FROM CURIOUS TO CREATIVE
FROM CURIOUS TO CREATIVEFROM CURIOUS TO CREATIVE
FROM CURIOUS TO CREATIVEBrian Housand
 
Simulation Games And Education
Simulation Games And EducationSimulation Games And Education
Simulation Games And EducationIrvin Engle
 
Games, Gamification and Interactivity for Learning
Games, Gamification and Interactivity for LearningGames, Gamification and Interactivity for Learning
Games, Gamification and Interactivity for LearningKarl Kapp
 
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...Karl Kapp
 
Teaching With Social Media v2
Teaching With Social Media v2Teaching With Social Media v2
Teaching With Social Media v2Michael Nantais
 
Classroom activities and games
Classroom activities and gamesClassroom activities and games
Classroom activities and gamesSajid Iqbal
 
Games, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for Learning Games, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for Learning Karl Kapp
 
Don't Think Like an Instructional Designer—Think Like a Game Designer
Don't Think Like an Instructional Designer—Think Like a Game DesignerDon't Think Like an Instructional Designer—Think Like a Game Designer
Don't Think Like an Instructional Designer—Think Like a Game DesignerKarl Kapp
 
Teaching with Social Media
Teaching with Social MediaTeaching with Social Media
Teaching with Social MediaMichael Nantais
 
Game based learning and intrinsic motivation
Game based learning and intrinsic motivationGame based learning and intrinsic motivation
Game based learning and intrinsic motivationKristi Mead
 
Digital game based lab
Digital game based labDigital game based lab
Digital game based labp20lab
 
Digital game based lab
Digital game based labDigital game based lab
Digital game based labp20lab
 
Story-Game Design for Learning
Story-Game Design for LearningStory-Game Design for Learning
Story-Game Design for LearningNelson Zagalo
 
Geosciences serious game: a path in a volcanic area, Annalisa Boniello
Geosciences serious game: a path in a volcanic area, Annalisa BonielloGeosciences serious game: a path in a volcanic area, Annalisa Boniello
Geosciences serious game: a path in a volcanic area, Annalisa BonielloBrussels, Belgium
 

Similaire à Learning, Games, and Gamification - with NOTES (Horizon Report Webinar) (20)

Instructional software
Instructional software Instructional software
Instructional software
 
Innovative Learning Techniques: Games, Social Learning and Interactive Storie...
Innovative Learning Techniques: Games, Social Learning and Interactive Storie...Innovative Learning Techniques: Games, Social Learning and Interactive Storie...
Innovative Learning Techniques: Games, Social Learning and Interactive Storie...
 
TH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceTH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
 
Gaming the System with Mary Poppins & Mr T
Gaming the System with Mary Poppins  & Mr TGaming the System with Mary Poppins  & Mr T
Gaming the System with Mary Poppins & Mr T
 
FROM CURIOUS TO CREATIVE
FROM CURIOUS TO CREATIVEFROM CURIOUS TO CREATIVE
FROM CURIOUS TO CREATIVE
 
Simulation Games And Education
Simulation Games And EducationSimulation Games And Education
Simulation Games And Education
 
Place-based Learning
Place-based LearningPlace-based Learning
Place-based Learning
 
Games, Gamification and Interactivity for Learning
Games, Gamification and Interactivity for LearningGames, Gamification and Interactivity for Learning
Games, Gamification and Interactivity for Learning
 
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
 
Teaching With Social Media v2
Teaching With Social Media v2Teaching With Social Media v2
Teaching With Social Media v2
 
Classroom activities and games
Classroom activities and gamesClassroom activities and games
Classroom activities and games
 
Games, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for Learning Games, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for Learning
 
Don't Think Like an Instructional Designer—Think Like a Game Designer
Don't Think Like an Instructional Designer—Think Like a Game DesignerDon't Think Like an Instructional Designer—Think Like a Game Designer
Don't Think Like an Instructional Designer—Think Like a Game Designer
 
Teaching with Social Media
Teaching with Social MediaTeaching with Social Media
Teaching with Social Media
 
Game based learning and intrinsic motivation
Game based learning and intrinsic motivationGame based learning and intrinsic motivation
Game based learning and intrinsic motivation
 
Digital game based lab
Digital game based labDigital game based lab
Digital game based lab
 
Digital game based lab
Digital game based labDigital game based lab
Digital game based lab
 
Digital game based lab
Digital game based labDigital game based lab
Digital game based lab
 
Story-Game Design for Learning
Story-Game Design for LearningStory-Game Design for Learning
Story-Game Design for Learning
 
Geosciences serious game: a path in a volcanic area, Annalisa Boniello
Geosciences serious game: a path in a volcanic area, Annalisa BonielloGeosciences serious game: a path in a volcanic area, Annalisa Boniello
Geosciences serious game: a path in a volcanic area, Annalisa Boniello
 

Plus de John G Martin, PhD

Active Teaching Lab — expansion pack
Active Teaching Lab — expansion packActive Teaching Lab — expansion pack
Active Teaching Lab — expansion packJohn G Martin, PhD
 
Mobile Media Learning Classroom Practices and Integration
Mobile Media Learning Classroom Practices and IntegrationMobile Media Learning Classroom Practices and Integration
Mobile Media Learning Classroom Practices and IntegrationJohn G Martin, PhD
 
Participatory Scaling of a Mobile Learning Platform
Participatory Scaling of a Mobile Learning PlatformParticipatory Scaling of a Mobile Learning Platform
Participatory Scaling of a Mobile Learning PlatformJohn G Martin, PhD
 
Games and Gamification EDUCAUSE Webinar presentation (Mar 27, 2013)
Games and Gamification EDUCAUSE Webinar presentation (Mar 27, 2013)Games and Gamification EDUCAUSE Webinar presentation (Mar 27, 2013)
Games and Gamification EDUCAUSE Webinar presentation (Mar 27, 2013)John G Martin, PhD
 
Understanding Activity (with The Little Red Hen)
Understanding Activity (with The Little Red Hen)Understanding Activity (with The Little Red Hen)
Understanding Activity (with The Little Red Hen)John G Martin, PhD
 
2012 ltdc mobile learning presentation 10 08-12
2012 ltdc mobile learning presentation 10 08-122012 ltdc mobile learning presentation 10 08-12
2012 ltdc mobile learning presentation 10 08-12John G Martin, PhD
 
Mitchville game narrative design
Mitchville  game narrative designMitchville  game narrative design
Mitchville game narrative designJohn G Martin, PhD
 

Plus de John G Martin, PhD (14)

Mda for course design 8-12-15
Mda for course design 8-12-15Mda for course design 8-12-15
Mda for course design 8-12-15
 
Active Teaching Lab — expansion pack
Active Teaching Lab — expansion packActive Teaching Lab — expansion pack
Active Teaching Lab — expansion pack
 
Eli game design jam 2013
Eli game design jam 2013Eli game design jam 2013
Eli game design jam 2013
 
Game jam worksheet
Game jam worksheetGame jam worksheet
Game jam worksheet
 
Situating Mobile Learning
Situating Mobile LearningSituating Mobile Learning
Situating Mobile Learning
 
Mobile Media Learning Classroom Practices and Integration
Mobile Media Learning Classroom Practices and IntegrationMobile Media Learning Classroom Practices and Integration
Mobile Media Learning Classroom Practices and Integration
 
Participatory Scaling of a Mobile Learning Platform
Participatory Scaling of a Mobile Learning PlatformParticipatory Scaling of a Mobile Learning Platform
Participatory Scaling of a Mobile Learning Platform
 
Games and Gamification EDUCAUSE Webinar presentation (Mar 27, 2013)
Games and Gamification EDUCAUSE Webinar presentation (Mar 27, 2013)Games and Gamification EDUCAUSE Webinar presentation (Mar 27, 2013)
Games and Gamification EDUCAUSE Webinar presentation (Mar 27, 2013)
 
Understanding Activity (with The Little Red Hen)
Understanding Activity (with The Little Red Hen)Understanding Activity (with The Little Red Hen)
Understanding Activity (with The Little Red Hen)
 
Eli game design jam 2013
Eli game design jam 2013Eli game design jam 2013
Eli game design jam 2013
 
2012 ltdc mobile learning presentation 10 08-12
2012 ltdc mobile learning presentation 10 08-122012 ltdc mobile learning presentation 10 08-12
2012 ltdc mobile learning presentation 10 08-12
 
Mitchville game narrative design
Mitchville  game narrative designMitchville  game narrative design
Mitchville game narrative design
 
New Media and Education
New Media and EducationNew Media and Education
New Media and Education
 
What is Embodiment?
What is Embodiment?What is Embodiment?
What is Embodiment?
 

Dernier

microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introductionMaksud Ahmed
 
Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)eniolaolutunde
 
Web & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfWeb & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfJayanti Pande
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDThiyagu K
 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformChameera Dedduwage
 
fourth grading exam for kindergarten in writing
fourth grading exam for kindergarten in writingfourth grading exam for kindergarten in writing
fourth grading exam for kindergarten in writingTeacherCyreneCayanan
 
Class 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfClass 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfAyushMahapatra5
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdfQucHHunhnh
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpinRaunakKeshri1
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactPECB
 
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...PsychoTech Services
 
General AI for Medical Educators April 2024
General AI for Medical Educators April 2024General AI for Medical Educators April 2024
General AI for Medical Educators April 2024Janet Corral
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Krashi Coaching
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxVishalSingh1417
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxheathfieldcps1
 
Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3JemimahLaneBuaron
 

Dernier (20)

microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)Software Engineering Methodologies (overview)
Software Engineering Methodologies (overview)
 
Web & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfWeb & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdf
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SD
 
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
 
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
 
A Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy ReformA Critique of the Proposed National Education Policy Reform
A Critique of the Proposed National Education Policy Reform
 
fourth grading exam for kindergarten in writing
fourth grading exam for kindergarten in writingfourth grading exam for kindergarten in writing
fourth grading exam for kindergarten in writing
 
Class 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfClass 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdf
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpin
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
IGNOU MSCCFT and PGDCFT Exam Question Pattern: MCFT003 Counselling and Family...
 
General AI for Medical Educators April 2024
General AI for Medical Educators April 2024General AI for Medical Educators April 2024
General AI for Medical Educators April 2024
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptx
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1Código Creativo y Arte de Software | Unidad 1
Código Creativo y Arte de Software | Unidad 1
 
Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3
 
Advance Mobile Application Development class 07
Advance Mobile Application Development class 07Advance Mobile Application Development class 07
Advance Mobile Application Development class 07
 

Learning, Games, and Gamification - with NOTES (Horizon Report Webinar)

  • 1. LEARNING GAMES GAMIFICATION Ryan Martinez John Martin UW-Madison Games + Learning + Society UW-Madison Academic Technology Friday, March 29, 13 1 A webinar presentation on Games and Gamification for the 2013 Horizon Report for Higher Education (read more here: http://www.nmc.org/publications/2013-horizon-report-higher-ed). For more information, contact: Ryan Martinez <rmmartinez@gmail.com> or John Martin <regardingjohn@gmail.com> Hi, I’m John (and I’m Ryan) Just to give you an overview of our talk: Ryan will start on the macro level with Gamification with the goal of a general overview of gamification, some examples, and directions of focus for educators (Then John will jump in and specifically focus on smaller examples and simpler strategies on how to get started with integrating games into curriculum.)
  • 2. GAMIFICATION Friday, March 29, 13 2 Today we’re going to be talking about the impact of games and the concept of gamification from both the Horizon Report and our own personal interactions with using both in education. Before we begin I would like that throughout the presentation that those who have great examples of gamified environments that they either feel are great, or not so great, examples, to please post the URLs into the chatbox. Hopefully we will be able to archive and provide a crowdsourced list at the end of this webinar. If you attended the most recent EDUCAUSE meeting in Denver, you’re probably familiar with the idea of using badges, hence this slide. We’ll talk more about the idea of badges in a bit, but before that we should probably hit on a definition of gamification.
  • 3. THE BASICS Friday, March 29, 13 (Deterding, et al. 2011) 3 So the relative basics of gamification, and what I believe would be one of the few things that both sides — the PRO camp with theorists such as Jane McGonigal, and the CON camp lead by Ian Bogost — can agree on, and as proposed by Sebastian Deterding is that gamification is the use of game design elements in non-game contexts. So choices that already have consequences get additional elements worked in to either motivate or demotivate you —
  • 4. Friday, March 29, 13 THE BASICS 4 — eventually changing the way you look at situations and inevitably how you perceive your reality. Or at least modifying things that you already do and adding more incentive.
  • 5. Friday, March 29, 13 5 As I stated earlier, there is no shortage of both academics and school administrators looking discussing the proper implementation of a gamified experience. These competitions and conferences are just a handful, and the number increases every single year. Unfortunately, with the massive interest and implementation of gamified environments in learning environments, there are a lot of really bad examples. But I would like to show you an example of what I feel is a great direction for gamification on a wide scale.
  • 6. Friday, March 29, 13 6 This is the home page to a USC developed gamified environment called Reality Ends Here. Jeff Watson, Simon Wiscombe, Tracy Fullerton helped create this experiment in 2011. The concept was quite simple.
  • 7. reality.usc.edu/about Friday, March 29, 13 7 Students from the USC film school could go to the game office to pick up a pack of cards. Each deck was different, and had cards with different properties. Students were encouraged to collaborate with others in their program to produce an artifact based on a combination of cards, and then submit their project to the main office to get points for completion.
  • 8. reality.usc.edu/about Friday, March 29, 13 7 Students from the USC film school could go to the game office to pick up a pack of cards. Each deck was different, and had cards with different properties. Students were encouraged to collaborate with others in their program to produce an artifact based on a combination of cards, and then submit their project to the main office to get points for completion.
  • 9. reality.usc.edu/about Friday, March 29, 13 7 Students from the USC film school could go to the game office to pick up a pack of cards. Each deck was different, and had cards with different properties. Students were encouraged to collaborate with others in their program to produce an artifact based on a combination of cards, and then submit their project to the main office to get points for completion.
  • 10. reality.usc.edu/about Friday, March 29, 13 7 Students from the USC film school could go to the game office to pick up a pack of cards. Each deck was different, and had cards with different properties. Students were encouraged to collaborate with others in their program to produce an artifact based on a combination of cards, and then submit their project to the main office to get points for completion.
  • 11. Friday, March 29, 13 8 Here is an example of what the students received. The card on the left is an illustration; the card on the right gets into the game mechanics. The colors on the edges of the cards indicate which others cards you can pair with. Blue has to go with blue, and so on. The numbers on the right corner are points you can earn depending on how you pair them.
  • 12. Friday, March 29, 13 9 This card configuration was made by a large group. All of these cards and their properties ended up being this extreme example.
  • 13. Friday, March 29, 13 10 There are many examples of products from Reality Ends Here; this photoshopped poster was the product of all those cards that you saw previously. Which brings me to another issue and what I feel is a primary concern we educators face with gamification: what motivates players (students) to participate in gamified environments. Motivation or more specfically...
  • 14. INTRINSIC MOTIVATION EXTRINSIC MOTIVATION Friday, March 29, 13 11 two types of motivation: Intrinsic and Extrinsic motivation
  • 15. INTRINSIC Friday, March 29, 13 12 To elaborate a bit more on how to differentiate these two types of motivation. Think of it this way. You, on the left, just took a picture of a child family member. The motivation for you to do that ...
  • 16. INTRINSIC Friday, March 29, 13 13 ... is happiness you feel inside. There may be no other real reward besides that it made you feel good making the other person happy.
  • 17. Friday, March 29, 13 14 With extrinsic motivation you complete a task because you expect something in return. So If you see on the slide this looks to be some a chart for a child’s work and behavior. If he or she makes the bed in the morning or reads a book they will receive a star. Five stars will give that person a reward. They’re not necessarily compelled to do the work because they want to, it’s because they’re gonna get something cool for doing the crappy work.
  • 18. DECI, ET AL. (1999) Friday, March 29, 13 15 Edward Deci from the University of Rochester headed up a metaanalysis of 128 studies which dealt with how extrinsic motivation affected intrinsic motivation. They found extrinsic motivation actually DECREASES free will intrinsic motivation. Meaning, those who accomplished goals didn’t do it so much for their own growth and sense of accomplishment, but for rewards and achievements given by other people to denote an accomplishment took place.
  • 19. DECI, ET AL. (1999) 128 Studies Friday, March 29, 13 15 Edward Deci from the University of Rochester headed up a metaanalysis of 128 studies which dealt with how extrinsic motivation affected intrinsic motivation. They found extrinsic motivation actually DECREASES free will intrinsic motivation. Meaning, those who accomplished goals didn’t do it so much for their own growth and sense of accomplishment, but for rewards and achievements given by other people to denote an accomplishment took place.
  • 20. DECI, ET AL. (1999) 128 Studies Extrinsic rewards on intrinsic motivation Friday, March 29, 13 15 Edward Deci from the University of Rochester headed up a metaanalysis of 128 studies which dealt with how extrinsic motivation affected intrinsic motivation. They found extrinsic motivation actually DECREASES free will intrinsic motivation. Meaning, those who accomplished goals didn’t do it so much for their own growth and sense of accomplishment, but for rewards and achievements given by other people to denote an accomplishment took place.
  • 21. DECI, ET AL. (1999) 128 Studies Extrinsic rewards on intrinsic motivation Rewards for tasks completed decreased free-will motivation Friday, March 29, 13 15 Edward Deci from the University of Rochester headed up a metaanalysis of 128 studies which dealt with how extrinsic motivation affected intrinsic motivation. They found extrinsic motivation actually DECREASES free will intrinsic motivation. Meaning, those who accomplished goals didn’t do it so much for their own growth and sense of accomplishment, but for rewards and achievements given by other people to denote an accomplishment took place.
  • 22. You have to find game design that resonates with what you are trying to do and brings out its essence; mental context. Business travellers (sic) care about status, but if you were at Toys R Us and the cashier announced you were now a ‘platinum level toy buyer’ you’d be embarrassed; pleasure is contextual. ~ Jesse Schell, 2011 Friday, March 29, 13 16 Assessment without purpose (in the eye of the user) is a large oppositional issues in gamification. Because of the talk Schell was invited back to debate social gaming/gamification with Zynga’s chief game developer Brian Reynolds. Schell did not discuss the definition of gamification so much as he wanted to go into greater detail about the concept of pleasure. Essentially that if you get pleasure out of something, that is when you will do the action, play the game, etc. But what Schell gets and unfortunately a lot of game and educational game designers do not is that the pleasure is contextual. If we really enjoy doing something it’s not necessarily for the extrinsic reward like what is offered as the carrot in many gamified environments. (A lovely look at a Gamification Dystopia in Schell’s DICE talk http://www.youtube.com/watch?v=nka- _Mhp7f0)
  • 23. Friday, March 29, 13 17 There was an episode of Family Guy where he and Quagmire are at a party, Quagmire asks Peter if he wants play drink the beer, Peter obliges and drinks the beer asking what he wins. “Another beer!” responds Quagmire, and Peter responds “Oh I’m going for the high score”. This illustrates the intrinsic and extrinsic rewards that Schell talks about. It’s the pleasure of drinking that really drives Peter ... he was going to play drink the beer anyway because it makes him happy. Same for the episode that parodies Willa Wonka when Peter is trying to find the golden ticket for a tour of the Pawtucket Patriot factory. He just really likes drinking.
  • 24. More specifically, gamification is marketing bullshit, invented by consultants as a means to capture the wild, coveted beast that is videogames and to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit already reigns anyway. ~ Ian Bogost, 2012 Friday, March 29, 13 18 Ian Bogost is a games researcher who strongly believes that gamification and the implementation of it up to this point is questionable. He thinks gamification is just a corporate ploy to attract more people to their product with additional bells and whistles. He proposes that we use the term “exploitationware” as a more correct definition of what exactly these applications and games are doing in regard to our consumer and life choices.
  • 25. Friday, March 29, 13 19 As an example of this marketing, or games as propaganda, IDF Ranks, a game sponsored by the Israeli Defense Force, is a social media project where players were rewarded through Facebook or Twitter when they redistributed news posted by the IDF to as they state ‘let the world know what’s really going on in Israel’.
  • 26. Friday, March 29, 13 20 In IDF Ranks, when the user logs into their Facebook or Twitter account, their activity, their likes, shares, retweets and comments earn points that advance them through IDF ranks. Retweeting something five times is a badge, ‘learning the truth about Hamas’ through the IDF earns a badge, as is learning more about recent rocket attacks between Israel and Palestine.
  • 27. Friday, March 29, 13 20 In IDF Ranks, when the user logs into their Facebook or Twitter account, their activity, their likes, shares, retweets and comments earn points that advance them through IDF ranks. Retweeting something five times is a badge, ‘learning the truth about Hamas’ through the IDF earns a badge, as is learning more about recent rocket attacks between Israel and Palestine.
  • 28. Friday, March 29, 13 20 In IDF Ranks, when the user logs into their Facebook or Twitter account, their activity, their likes, shares, retweets and comments earn points that advance them through IDF ranks. Retweeting something five times is a badge, ‘learning the truth about Hamas’ through the IDF earns a badge, as is learning more about recent rocket attacks between Israel and Palestine.
  • 29. Ultimately, the real reward of seeing friends more often and breaking outside your routine has nothing to do with virtual badges or social life points or online bragging rights. The real rewards are all the positive emotions you are feeling, like discovery and adventure; the new experiences you’re having...and the social connections you’re strengthening by being around people you like more often. Foursquare doesn’t replace these rewards. Instead, it draws your attention to them. ~ Jane McGonigal, 2011 Friday, March 29, 13 21 Jane McGonigal, on the other hand, would not deny some negative implementations of gamification, but offers a much more positive spin to what Bogost proposes. Her feelings are that there are very powerful motivations in games that can be harnessed to improve the world. (Jane’s TED Talk about this is here: http://www.youtube.com/watch?v=dE1DuBesGYM)
  • 30. Friday, March 29, 13 22 McGonigal’s idea is to try to use games for the betterment. According to her she “believes that many of us become the best version of ourselves” when we are in these game worlds. She and her group, the Institute for the Future based on Palo Alto, have developed collaborate gamified environments with cooperation from the World Bank and other major groups. One of her newest games, Superbetter, was designed for people to take proactive steps to a better lifestyle, being rewarded along the way.
  • 31. Friday, March 29, 13 23 But even though McGonigal’s view is very different from Bogost’s, she also acknowledges the difficulties in gamifying environments where the player does not want to participate. The game will only work, if you want to play.
  • 32. http://www.gartner.com/it/page.jsp?id=2251015 Friday, March 29, 13 24 That is the biggest problem with the early implementation of game layers to real world environments, is that we have rushed to shoehorn in these types of play into our work and education.
  • 33. http://www.gartner.com/it/page.jsp?id=2251015 Friday, March 29, 13 25 A not-so-distant Garner report found that up to 80 percent of gamified environments will fail because of poor design. Whether that be people abusing the system or simply not caring enough to play are major questions, and just one of many reasons why while gamification is an interesting proposal to advance training and education, we cannot see it as a panacea.
  • 34. Side effects of design Deterding, 2010 Friday, March 29, 13 26 Sebastian Deterding is a PhD researcher at the graduate school of the Research Center for Media and Communication, Hamburg University. In his talk “Pawned: Gamification and its Discontents,” Deterding speaks of the perils of unintended kinks in the gamification design. One example was a game sponsored by BMW to support their line of fuel efficient cars. They challenged people to use as little fuel as possible and then record it for a leaderboard in their area. People were really taken with the challenge. Anyone know what happens when you stop at a red light? (PAUSE) What does idling do? (PAUSE) It uses gas. So what uses less gas? (PAUSE) When you just keep going. So drivers starting practicing unsafe driving habits like not stopping at red lights in order to be the better, more efficient fuel driver. These are side effects of design and some of the perils of gamification according to deterding. Simply slapping on game layers to real world environments does not make it better.
  • 35. They are glorified report cards that turn games into work and life into play, and users into pawns rather than players ... What I’m saying is they’re not necessarily playful at the moment. Deterding, 2010 Friday, March 29, 13 27
  • 36. How might we preserve the point in being pointless? Deterding, 2010 Friday, March 29, 13 28 Both Schell, McGonigal, Bogost, and Deterding acknowledge that game spaces can be powerful motivators if not for playfulness, corporate advertising, or health and critical thinking. As such there is bubbling up another conversation
  • 37. Friday, March 29, 13 29 What steps and design techniques can we use in the near and distant future that will make our gameful layers in work and school less like blue and gold stars.
  • 38. Friday, March 29, 13 30 And more like actual play? I’m going to turn things over to my colleague John Martin right now, but please feel free to post followup inquiries from my presentation in the chat box. I will answer the best I can in chat, or later through my twitter feed, @ryanmmartinez. Thank you, and here is John...
  • 39. GAMES Friday, March 29, 13 31 “Thanks Ryan! So let’s downshift a bit from the larger topic of gamification to the smaller topic of easier places to start. I’d love to hear from you all, so please share your favorite examples of games that teach (and what they teach, if it’s not evident in the title), or ideas that you might have that you’ve not tried; that someone else may have — let’s get a conversation going on the side...” Where Gamification is the process of adding game elements to an existing structure — and in education, we tend to think of that something as an entire course — we can also look to games to help teach the specific content. For that matter, we can also start smaller by gamifying any single component in a course, whether content-focused or administrative focused. Or we can just include any already-created game in the curriculum if it can address what we want it to; OR, if your students see a connection, even if we don’t! The top row are augmented reality games that John has been involved in creating. The second row is from game jams we’ve held as part of classes for high school and college students. The third row are science games created by colleagues in GLS, and the last two rows are some of the games our friends at Filament games have been making.
  • 40. WHERE TO START? Friday, March 29, 13 32 Your students have a life outside the classroom, right? And in that life, many of them play video games that cost millions of dollars and tens of thousands of hours to create. How can we compete with that? Well, it’s really hard.
  • 41. Friday, March 29, 13 33 There’s some success (relative success) by simply adding sound effects and badges and levels to what you’re already doing; some call this “chocolate-covered broccoli”. What many in the Games + Learning + Society research group instead look at, is the learning that takes place in (and outside of) professionally-created games. The GLS conference — bringing together folks fromthe games industry, games scholars, and educators — is a good place to start, as there are sessions on all sorts of games and gamification topics.
  • 42. Friday, March 29, 13 34 Or, if you can’t come to Madison in June, but want more on videogames and learning sign up for the MOOC taught by GLS scholars Kurt and Constance. Ryan and I are doing instructional design for it. It should be good. But here’s the thing about MAKING educational video games — it’s hard and expensive to make good ones. So for the next few minutes let’s focus on first steps.
  • 43. HINT: Systemize — think in game language http://gamingmatter.com/GM/Commentary/Entries/2013/1/10_Trying_out_a_Multi-player_Classroom.html Friday, March 29, 13 35 First, start thinking about learning from the perspective of game players. My colleague Seann Dikkers, at the University of Ohio has been experimenting with bringing gaming elements into the curriculum. What he did was simply change the paradigm of the course structure from one where you start with an “A” and maintain it, to one where you start with nothing, and have to earn your way through levels. There’s more about it here: http://gamingmatter.com/GM/Commentary/Entries/ 2013/1/10_Trying_out_a_Multi-player_Classroom.html
  • 44. HINT: Harness students — prompt peer interaction Side quests Easter Eggs • First to turn in a project early • First to organize a social event not related to course work • First to publish a project to a larger audience • First to achieve level 10 • First to authentically amaze me with • First to change or modify an awesomeness assignment for something far more difficult to complete. • First to gather & lead a group in class • First to make me laugh • First to be recruited to a group because they had a discrete skill needed • First to make the class laugh during meeting times • First to visit my office • Any/All submissions of course work • First to lead a class meeting online that to a conference or journal accepted wasn’t required for class for presentation • First to publicly praise another student • Any/All that knock a class leader off (or student work) as inspiring them to the leader board after week seven try something new. Friday, March 29, 13 36 He also started to harness student-to-student interactions. Students are better at entertaining each other than you are; social interactions are far more rich and vibrant and emergent than anything you can write into your game. Instead of tightly controlling the game (and “cheating”), let things emerge.
  • 45. HINT: Keep it “open” — let them play their game Acting Killers Achievers harrass, heckle, hack, win, challenge, create, cheat, taunt, tease compare, show off Player World give, express, comment, explore, view, rate, share, greet, like, tease curate, vote, review Socializers Explorers Interacting Bartle (1996) http://www.mud.co.uk/richard/hcds.htm Friday, March 29, 13 37 We’ve heard much about badges lately, and they seem to work for some people (Achievers), so it’s hard for me to dismiss their potential. Personally, I am not very motivated by badges, etc. I like to play games that let me play them my way (I’m an Explorer). So, if and when you build a game, be sure to create multiple ways to engage in it. If you make it a solitary task about collecting points or badges, you’ve alienated many of your players.
  • 46. Title: Can Quantum- Mechanical Description of Physical Reality Be Considered Complete? Journal: Physical Review Impact Factor: Times Cited: 5521 Article Age: 1935 Citations in article: 0 ATTACK: DEFENSE: INITIATIVE: Friday, March 29, 13 38 Here’s a simple “Magic-style” game we’re developing to teach Science Literature research, where you build your deck with articles, using the Journal’s Impact Factor (among other things) to figure out values. Then you play them against other players’ articles. (this card is not complete)
  • 47. HINT: Dip your broccoli — at least they’re eating Friday, March 29, 13 39 Here’s a shot and screenshot from a Sustainability game we just finished using ARIS. 120 students walked through six campus buildings to see and interact with sustainability themes. They had roles and goals, and collected items, and were prompted to interact with each other — and it was alright. It wasn’t a fantastic game, BUT it was 1) PLAYFUL, and 2) it SITUATED THEM in an authentic environment with real issues, and 3) it got them thinking at a very low level about some of the issues. Most importantly, they had a group experience with all the themes of the class that the instructor can refer back to as she covers them more in depth througout the semester. This one took several hundred TA hours to create a 2.5 hour game experience. (For more on ARIS, see http://arisgames.org/)
  • 48. HINT: Dip your broccoli — (at least they’re eating) Friday, March 29, 13 40 Here’s a similar one done last Fall in ARIS (arisgames.org) for a Folklore class, where 80 students geotagged their campus with 1) a significant place; 2) a story (inteview); and 3) two examples of folk art (grafitti). That alone made it a wonderfully-emergent and personal game, but the social genius of it was that the instructor had them visit two places that others had tagged, and comment on the Folklore themes and class statuses that were tagged (e.g. what did freshmen tag vs seniors). Was it fun? sort of; it was more frustrating than fun due to technical difficulties of uploading video with bad cell covereage, but it WAS very engaging, and the engagement helped them get through the frustration. This one took ~4 hours to create a 3-week game experience.
  • 49. HINT: Start small — iterate on successes Friday, March 29, 13 41 So start simple and slow! Start by making one week or theme, or one over-arching theme for the semester into an extra-credit game or game-based assignment. Don’t make it voluntary, but make the stakes REALLY LOW! Build off the successes and expand to larger chunks.
  • 50. HINT: Manage expectations — Set the bar low Consult the command: tome of wisdom! INVENTORY Tome of Wisdom Sword of Grammar Friday, March 29, 13 42 If you shoot too high, be aware that your awesome game that you’ve spent 2 years and all your grant funding to build WILL SUCK. I have personally built many terrible games that felt good to me. I was wrong because although, in and of themselves, instructor-created games may be wonderfully educational —
  • 51. HINT: Manage expectations — Set the bar low Friday, March 29, 13 43 ... relative to what your students are playing, the graphics are terrible, the worlds are tiny, the ways to play them are limited, the algorithms are off, they look like educational games — and your students will judge you harshly.
  • 52. HINT: Have them lead — Set the bar low Friday, March 29, 13 44 Instead, have them make games. The games will actually be worse than yours (which will make you feel smart!), but they’ll enjoy making them, they’ll engage in critical thinking by integrating course concepts, and they’ll enjoy sharing them with the other students — and it’s better than a final paper.
  • 53. Friday, March 29, 13 45 This “Chutes and Ladders” variation uses the TV show “The Wire” to start a discussion about Achieving the American Dream. First of all, it raises the question of whether it’s all about luck by rolling a 6-sided die to get to the top row. But then notice that when you get to the top row, you have to roll a 7 to win — there’s actually no way to win. The game is then over, but now the discussion really gets heated! — this is a teacher’s dream!
  • 54. Friday, March 29, 13 46 At the K-12 level, Minecraft is being used to teach all sorts of things; it’s a creative, collaborative open environment that can be harnessed by higher education as well. See this: http://www.youtube.com/ watch?v=RI0BN5AWOe8 (How might this connect with Maker-bots? See this: http://www.youtube.com/watch?v=klQ7bb8bBsQ)
  • 55. DISCUSS? Friday, March 29, 13 47 Speaking of discussion, we’re probably at a point where you may have some questions... so let’s end it here. Other links: https://kerbalspaceprogram.com/ vs. Cool-It (video: http://engage.doit.wisc.edu/sims_games/roundtwo/ application_videos/pfotenhauer.wmv ) http://engage.doit.wisc.edu/games-showcase/cool-it.php http://engage.wisc.edu/games-showcase/