teaching gamification

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Presentation to the Gamification Summit, San Francisco, CA, April 18, 2013

TRANSCRIPT

Professor Kevin Werbach Dept. of Legal Studies & Business Ethics

Wharton School, Univ. of Pennsylvania

werbach@wharton.upenn.edu

Twitter: @kwerb

Gamification Summit, April 2013

•  132 years old

•  11 academic departments

•  20 research centers

•  240 faculty

•  $900 million endowment

•  92,000 alumni

•  132 years old

•  11 academic departments

•  20 research centers

•  240 faculty

•  $900 million endowment

•  92,000 alumni

•  43 years old

•  2 sessions of 1 course

•  1 webcam

•  140,000 students

https://www.coursera.org/ course/gamification

Stats from Session 1 (Fall 2012)

•  81,600 registrations –  2/3 non-U.S.; over 150 countries represented

–  77% of participants not in school/university

•  Massive engagement –  >2,200,000 video views

–  19,513 forum posts

–  187,028 peer assessments, by 13,088 students

–  Student-formed Facebook group: 3,468 members

–  Hashtag #gamification12: >2,700 tweets

Pedagogical Challenges

•  Novelty of MOOCs

•  Diverse global students

•  Asynchronous and one-way

•  Assessing creative work

Pedagogical Challenges

•  Novelty of MOOCs

•  Diverse global students

•  Asynchronous and one-way

•  Assessing creative work

•  No prior courses on the subject

•  WTF is gamification, anyway?

Course Outline

•  Week 1: Intro to games and gamification

•  Week 2: Anatomy of games

•  Week 3: Psychology

•  Week 4: Design concepts

•  Week 5: Enterprise and social impact applications

•  Week 6: Challenges, critiques, and extensions

ENGAGEMENT

No Stinkin’ Badges!

Traditional Course Design

1   2   3   4   5   6   7  

Units

Midterm Final

Onboarding

Climbing

Rest

Rest

Boss Fight

Climbing

Climbing

The Player Journey

Scaffolding

Level Up

Gamification Course Design

Onboard Climb Climb Climb Rest Boss Fight

Rest

Quiz

Quiz

Final

Major Project

Quiz+ Project

Quiz+ Project

Student Motivation Types

Source: Richard Bartle

Puzzles

Notice any differences?

%  of  Registra4on  %  of  Starters  %  of  Submi:ers  %  of  Writers  0%  

10%  

20%  

30%  

40%  

50%  

60%  

70%  

80%  

90%  

100%  

61%

31%

23%  19%  

16%   15%  13%  

11%   13%

52%

38%

32%

26% 25%

22% 18% 21%

74%

61%

50%

48%

42%

35% 40%

84%

70% 80%

%  of  Registra4on  

%  of  Starters  

%  of  Submi:ers  

%  of  Writers  

≈81,600 registered

8,280 received certificate

2x-4x Typical Completion Rate

MOTIVATION

LEARNING

Behavior Games

Marketing and economics Game design and psychology

Incentives Experiences

Satisfying needs Fun

Game elements (inductive) Game thinking (deductive)

Status Meaning

PBLs Puzzles

Rewards Progression

Making users do things Making players awesome

Would the Real Gamification Stand Up?

Behavior Games

Lifelong learning online Lifelong learning online

New pedagogy New pedagogy

Personalization Personalization

Empowering active learning Empowering active learning

Feedback Feedback

Common Ground

Prof. Kevin Werbach

werbach@wharton.upenn.edu

Twitter: @kwerb

thank you!

COURSE http://wdp.wharton.upenn.edu/ books/for-the-win/

BOOK https://www.coursera.org/

course/gamification

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