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Gamified Learning

Gamified Learning

The main slide for the workshop on gamified learning

Chuah Kee Man

March 27, 2019
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  1. 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)
  2. 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)
  3. Common Game Elements Game Mechanics • Points levels • Challenges/Quests

    • Leader boards • Virtual items Game Dynamics • Reward • Status • Achievement • Competition
  4. 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
  5. 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
  6. Gamification in Learning course requirements course regulations assignments grades passing

    course game objectives game rules Quests, challenges XP, points, special winning the game
  7. 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)
  8. 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)
  9. But don’t… • Design the 'game' first • Simply change

    the names of things • Give badges without purpose • Give points without purpose • Gamify everything
  10. The “Dark Side” of Gamification Helping the learners do what

    THEY want to do Versus making them do what YOU want them to do.
  11. 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