Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Product of BNE Gamification Workshop

Zac
July 25, 2017

Product of BNE Gamification Workshop

The workshop slides from the Product of BNE Gamification Workshop

Zac

July 25, 2017
Tweet

More Decks by Zac

Other Decks in Education

Transcript

  1. A CRASH COURSE IN GAMIFICATION DESIGN AND IMPLEMENTATION Dr Zac

    Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com CHANGING THE GAME WORKSHOP
  2. Dr Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com Slides

    and bonus resources: http://gamificationgeek.com/productbne
  3. Introduce yourself. ACTIVITY 1. Introduce yourself to someone new 2.

    Tell them what you want to gamify 3. Find one thing in common with them
  4. The Game Plan • A brief intro to gamification •

    Designing effective gamification • Presentations and discussions
  5. Pink, D. H. (2011). Drive: The surprising truth about what

    motivates us. Penguin. “To seek reward and
 avoid punishment.”
  6. Intrinsic Motivation • Where motivation is driven by an interest

    or enjoyment in the task itself • Intrinsic motivation exists within the individual, rather than relying on external pressures or a desire for reward Extrinsic Intrinsic
  7. Intrinsic or Extrinsic Motivation? ACTIVITY In pairs work through the

    activity and discuss why you chose one over the other.
  8. • Is a theory of motivation which suggests that people

    tend to be driven by a need to grow and gain fulfilment • It proposes three psychological needs that if satisfied, allow for optimal function and growth as human beings • Autonomy, Competency, Relatedness http://www.selfdeterminationtheory.org/theory/ Self-Determination Theory
  9. Self-Determination Theory 1. Autonomy - sense of choice over one’s

    actions 2. Competence - ability to be optimally challenged 3. Relatedness - development and maintenance of close personal relationships
  10. • Supporting these three needs is argued to foster a

    high quality form of motivation and engagement for activities • Can you think of an activity which supports these three things well? Self-Determination Theory
  11. Concentration Action and awareness Self-consciousness Control or agency Distortion of

    time Intrinsically rewarding Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  12. A clear goal Clear progress Clear Feedback Challenge and skill

    Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  13. • A useful technique for exploring the cause-and- effect relationships

    underlying a problem • Developed by Sakichi Toyoda, it was used within the Toyota Motor Corporation during the evolution of its manufacturing methodologies 5 Whys Seiter, C. (2014) The 5 Whys Process We Use to Understand the Root of Any Problem.
  14. • Problem: The vehicle won’t start • Why? The battery

    is dead • Why? The alternator is not functioning. • Why? The alternator belt has broken. • Why? The alternator belt was well beyond its useful service life and not replaced. • Why? The vehicle was not maintained according to the recommended service schedule. Example Seiter, C. (2014) The 5 Whys Process We Use to Understand the Root of Any Problem.
  15. What’s your problem? ACTIVITY In pairs, discuss some problems you

    think exist at work that would be worthwhile addressing. Are these motivational issues?
  16. Perils • Peril #1: Introspection can lead to false conclusions

    about reality • Peril #2: What is true of one person’s experiences may not be true for others Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  17. Validate the problem ACTIVITY Work out a plan to validate

    your problem (i.e., that it exists and that it is a problem with motivation).
  18. No one is 
 signing up for our newsletter …and

    we have data that shows exactly why this is an issue.
  19. What kind of games do you like? ACTIVITY In pairs,

    discuss your favourite game and what you really like about it.
  20. Aesthetics of Play Hunicke, R., LeBlanc, M., & Zubek, R.

    (2004, July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4).
  21. Title Text Hunicke, R., LeBlanc, M., & Zubek, R. (2004,

    July). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4).
  22. Fantasy Experiencing first-hand things that are unattainable in the real

    world or that exist only in their dreams, test thoughts and desires in a safe and controlled environment – extends to fantasy, simulation and boundary breaking.
  23. Bartle’s Taxonomy of Player Types • Multi-User Dungeons (MUDs): Bartle,

    R. (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs.
  24. ♦ ♣ ♥ ♠ ACTING PLAYERS INTERACTING WORLD Bartle, R.

    (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Killers Achievers Explorers Socialisers Bartle’s Taxonomy of Player Types
  25. Who are our players? ACTIVITY Brainstorm the different groups of

    players you have and their player attributes.
  26. Defining the term ‘game’ • Jesse Schell creates a list

    of game qualities picked out from various definitions. • Games are entered wilfully • Games have goals • Games have conflict • Games have rules • Games can be won and lost • Games are interactive • Games have challenge • Games can create their own internal value • Games engage players • Games are closed, formal systems Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  27. "A game is a problem-solving activity, approached with a playful

    attitude.” Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press.
  28. “In ev'ry job that must be done. There is an

    element of fun. You find the fun and snap! The job's a game.” - Mary Poppins
  29. •Find a way to kill 3 boars •Find a way

    to get more points than the other team •Find a way to get to the finish line before the other players •Find a way to get the golf ball into the hole •Find a way to destroy the other player before they destroy you Some examples from The Art of Game Design, Jesse Schell, 2008
  30. A clear goal Clear progress Clear feedback Challenge and skill

    Nakamura, J., & Csikszentmihalyi, M. (2009). Flow theory and research. In C. R. Snyder & S. J. Lopez (Eds.), Handbook of positive psychology (pp. 195-206). Oxford: Oxford University Press.
  31. What are our goals? ACTIVITY In pairs, take your problem

    and brainstorm what the goals and objectives are?
  32. Game mechanics • Territorial Acquisition. Players fight over a limited

    amount of territory or resources (e.g., Risk) • Prediction. Often found in party or gambling games and luck is involved in making a prediction. (e.g., Roulette) • Spatial Reasoning. Often you need to consider how your game pieces work together to create a successful winning strategy (e.g., Tetris). • Survival. This core banks on our natural instincts to survive and is found in many action games. (e.g., Dark Souls) • Destruction. A game with this core allows players to wreck havoc on most things in the game. (E.g., FPS)
  33. Game mechanics • Building. The building and use of structures

    is a core of many games. (E.g., Minecraft or Sim City) • Collection. The need to collect, own and match things is deeply ingrained in humans. (E.g., Pokemon) • Chasing or Evading. This appeals to our fight-or- flight response and often works as a driving core in games. (E.g., Pac-man) • Trading. Players will often to exchange resources and negotiate with one another. (e.g., Settlers of Catan) • Race-to-the-end. This core dynamic is very simple to implement (e.g., Car racing games).
  34. ♦ ♣ ♥ ♠ ACTING PLAYERS INTERACTING WORLD Bartle, R.

    (1996) Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs. Killers Achievers Explorers Socialisers Bartle’s Taxonomy of Player Types
  35. ACTING PEOPLE INTERACTING CONTENT Jo Kim, A. (2013) Gamification ’13

    The Player’s Journey. Compete Express Explore Collaborate Which social actions motivate our workers?
  36. ACTING PEOPLE INTERACTING CONTENT Adapted from Jo Kim, A. (2013)

    Gamification ’13 The Player’s Journey. Compete Express Explore Collaborate How do these translate to the workplace? Build Win Challenge Showoff Taunt Compare Design Create Customise Choose Collect Rate View Curate Review Comment Contribute Greet Help Share
  37. Ideation Goal Generate new ideas for your goal and objectives

    that address opportunities we’ve found
  38. Mechanics •Territorial Acquisition. Players fight over a limited amount of

    territory or resources (e.g., Risk) •Prediction. Often found in party or gambling games and luck is involved in making a prediction. (e.g., Roulette) •Spatial Reasoning. Often you need to consider how your game pieces work together to create a successful winning strategy (e.g., Tetris). •Survival. This core banks on our natural instincts to survive and is found in many action games. (e.g., Dark Souls) •Destruction. A game with this core allows players to wreck havoc on most things in the game. (E.g., FPS)
  39. • Building. The building and use of structures is a

    core of many games. (E.g., Minecraft or Sim City) • Collection. The need to collect, own and match things is deeply ingrained in humans. (E.g., Pokemon) • Chasing or Evading. This appeals to our fight-or- flight response and often works as a driving core in games. (E.g., Pac-man) • Trading. Players will often to exchange resources and negotiate with one another. (e.g., Settlers of Catan) • Race-to-the-end. This core dynamic is very simple to implement (e.g., Car racing games). Mechanics
  40. 10 min brainstorm 1. In pairs brainstorm at least 10

    ideas 2. The cards are there to help, pick one card from each pile 3. Use a different post-it note for each idea 4. Focus on interactive ideas 5. No idea is silly!
  41. Pick your favourite Provide more detail. How could it work?

    What does it look like? Where could it go? When could it be run?
  42. The Game Plan • A brief intro to gamification •

    Designing effective gamification • Presentations and discussions