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By Chuah Kee Man CLM5064 The Fundamentals of Gamification

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What is a game?

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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)

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What is Gamification?

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the use of game design elements in non-game contexts (Deterding et al., 2011) the use of any kind of affordances that contribute to gameful experiences (Huotari & Hamari, 2012)

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Some Non-Game Contexts

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(Deterding et al., 2011)

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Gamified.UK

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Serious Games Gamification

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(Schell, 2008)

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• Leader boards • Achievement badges Progress bar • Avatars • Virtual currency • Challenges • Unique rewards Typical Game Elements

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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: • Captures (and retains) learners’ attention. • Challenges them. • Engages and entertains them. • Teaches them.

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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

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Examples of Gamification

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Examples of Gamification

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Examples of Gamification

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Gamification in Learning course requirements course regulations assignments grades passing course game objectives game rules Quests, challenges XP, points, special winning the game

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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)

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Gamification Frameworks

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Gamification Frameworks

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https://www.gamified.uk/user-types/gamification-mechanics-elements/

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Octalysis

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Some considerations • Labels are powerful. • Make sure meanings are CLEAR • Tasks: Quests, Boss Battles • Groups: Guilds / Solo • Grades: XP; Levels • Focus on objective • Unlockable Content / Quests • Earned Rewards (Intrinsic > Extrinsic) • Flexibility (autonomy)

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Sample of Gamified Course – Academic English 2

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But don’t… • Design the 'game' first • Simply change the names of things • Badges without purpose • Points without purpose • Gamify everything

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The “Dark Side” of Gamification Helping the learners do what THEY want to do vs Making them do what YOU want them to do.

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The Challenges Instructor: • Up-Front Design • Ensuring objectives are • addressed. • Competency-Based • Assessment* • Scoring • Records keeping • Marking Load Learner: • Taking Ownership of • Learning (”Playing” safe) • Motivation • Time Management • Strategizing