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QSuper Presentation - Learning Services

Zac
April 10, 2017

QSuper Presentation - Learning Services

Zac

April 10, 2017
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  1. CHANGING THE GAME USING GAMIFICATION TO ENHANCE DIGITAL & LEARNING

    SERVICES Dr Zac Fitz-Walter | @zefcan | [email protected] | www.gamificationgeek.com
  2. (Markets and Markets, 2016) “Gamification market to grow from $1.65

    Billion in 2015 to $11.10 Billion by 2020” http://www.marketsandmarkets.com/Market-Reports/gamification-market-991.html
  3. 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
  4. •Is a theory of motivation which suggests that people tend

    to be driven by a need to grow and gain fulfilment •By satisfying three psychological allows us to optimally function and grow as people •Autonomy, Competency, Relatedness http://www.selfdeterminationtheory.org/theory/ Self-Determination Theory
  5. 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
  6. •Supporting these three needs is argued to foster the highest

    quality of motivation •Can you think of an activity which supports these three things well? Self-Determination Theory
  7. 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.
  8. 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.
  9. ♦ ♣ ♥ ♠ 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
  10. 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.
  11. • 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.
  12. • 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.
  13. Everyone’s time sheets are late again this week… …and we

    have data that shows exactly why this is an issue.
  14. ♦ ♣ ♥ ♠ 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
  15. 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
  16. 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).
  17. 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.
  18. "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.
  19. “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
  20. •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
  21. 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.
  22. Is there a clear goal? • Do the players know

    what they’re trying to achieve? • Do they know what they can do to achieve it? Are the rules clear? • Is the purpose of the goal explained? • If it’s a large goal, is it broken down into smaller more achievable goals?
  23. Is there a clear feedback? • Are players actions quantified?

    • Are they receiving accurate information that will help them understand if their actions are working or not to achieving the goal? • Are they receiving feedback when they perform really well?
  24. Is there a clear progress? • Do players know how

    close they are to achieving their goal? • Do they feel like they are progressing well towards the goal?
  25. Is there a challenge? • What is the core gameplay?

    • Can this core gameplay be made more challenging by changing the rules? • Are players feeling challenged? • As their skills increase does the challenge increase as well? • Is the challenge tailored to the different skills of different players?
  26. Is autonomy supported? • Do players feel like they’re in

    control of their actions? • Are they given a choice to progress in different ways to achieving their goal?
  27. Is relatedness supported? • Is the goal presented in terms

    of the big picture of the community that it exists in? • Can players work with others to achieve the goal? • Does the challenge allow players to form closer relationships with each other?