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Gamified Learning
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Chuah Kee Man
March 27, 2019
Education
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Gamified Learning
The main slide for the workshop on gamified learning
Chuah Kee Man
March 27, 2019
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Transcript
Gamified Learning Mastering the Fundamentals of Gamification for Meaningful Learning
By Chuah Kee Man
What is a game?
A game is a rule-based system with quantifiable outcomes, where
different outcomes are assigned different values, the player exerts effort in order to influence the outcomes. (Zichermann, 2011)
What is Gamification?
the use of game design elements in non- game contexts
(Deterding et al., 2011) the use of any kind of affordances or tools that contribute to gameful experiences (Huotari & Hamari, 2012)
Some Non-Game Contexts
(Deterding et al., 2011)
Serious Games Gamification
Gamified.UK
(Schell, 2008)
Common Game Elements Game Mechanics • Points levels • Challenges/Quests
• Leader boards • Virtual items Game Dynamics • Reward • Status • Achievement • Competition
Octalysis
But why gamification? Motivation? Fun? Learning? Trending?
The success of gamification in learning is driven by the
power of the concept that it is based on. An effective gamification concept is one that: • challenges them • engages them • teaches them
Fun from games arises out of mastery. It arises out
of comprehension. It is the act of solving puzzles that makes games fun. With games, learning is the drug. ~Raph Koster The Fundamentals of Gamification
Examples of Gamification
Examples of Gamification
Examples of FAILED Gamification
Gamification in Learning course requirements course regulations assignments grades passing
course game objectives game rules Quests, challenges XP, points, special winning the game
Gamified Learning Design Two Modes: 1. Complete gamification, wherein: Contextual
tasks or concepts that are overlaid on the learning content. 2. Partial gamification (notably as progression in course assessments)
Some considerations • Labels are powerful. • Make sure meanings
are CLEAR • Tasks: Quests, Boss Battles • Groups: Teams/Solo/Duo/Trio • Grades: XP; Levels • Focus on objectives • Unlockable Content/Quests • Earned Rewards (Intrinsic > Extrinsic) • Flexibility (autonomy)
Sample of Gamified Course – Academic English 2
Sample of Gamified Course – Language & Computing
But don’t… • Design the 'game' first • Simply change
the names of things • Give badges without purpose • Give points without purpose • Gamify everything
The “Dark Side” of Gamification Helping the learners do what
THEY want to do Versus making them do what YOU want them to do.
The Challenges Instructor: • Up-front Design • Ensuring objectives are
addressed. • Competency-Based Assessment* • Scoring • Records keeping Learner: • Taking Ownership of Learning • “Playing” safe • Sustained Interest • Time Management
Thank you