Gamified Learning
Mastering the Fundamentals of Gamification
for Meaningful Learning
By Chuah Kee Man
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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 or tools
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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Serious Games Gamification
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Gamified.UK
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(Schell, 2008)
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Common Game Elements
Game Mechanics
• Points levels
• Challenges/Quests
• Leader boards
• Virtual items
Game Dynamics
• Reward
• Status
• Achievement
• Competition
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Octalysis
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But why gamification?
Motivation? Fun? Learning? Trending?
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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:
• challenges them
• engages 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 FAILED
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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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)
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Sample of Gamified Course – Academic English 2
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Sample of Gamified Course – Language & Computing
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But don’t…
• Design the 'game' first
• Simply change the names of things
• Give badges without purpose
• Give points without purpose
• Gamify everything
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The “Dark Side” of Gamification
Helping the learners do what THEY want to do
Versus
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
Learner:
• Taking Ownership of
Learning
• “Playing” safe
• Sustained Interest
• Time Management