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Gamification QuickTime™ and a GIF decompressor are needed to see this picture. Can you speak the language? Twitter: @trickyraymer Rick Raymer

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  • 1. QuickTime and aGIF decompressorare needed to see this picture.GamificationCan you speak the language? Rick RaymerTwitter: @trickyraymer

2. Rick RaymerSenior Emerging Technologies Learning [email protected] 3. Whats In a Name? Game Game-Based Learning Gamification 4. Games 5. What is a game? The answer may not be so simple.An interactive, goal-oriented activity, with activeagents to play against, in which players (includingactive agents) can interfere with each other.1.A piece of entertainment is a plaything if it is interactive. Movies and books are cited asexamples of non-interactive entertainment.If no goals are associated with a plaything, it is a toy. (Note:(a) a toy can become agame element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.If a challenge has no "active agent against whom you compete," it is a puzzle; if there isone, it is a conflict. (Note: this is a subjective test. Video games with noticeablyalgorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)Finally, if the player can only outperform the opponent, but not atta ck them to interferewith their performance, the conflict is a competition. (Competitions include racing andfigure skating.) However, if attacks are allowed, then the conflict qualifies as a game.-Chris Crawford founder of the Game Developer Conference 6. What is a game? The answer may not be so simple.A form of to rules sport, esp. a competitive one playedaccordingplay or and decided by skill, strength, or luck.-Google DictionaryA game is a problem-solving activity, approached with aplayful attitude.-The Art of Game Design by SchellA system in which players engage in an artificial conflict,defined by rules, that results in a quantifiable outcome.-Rules of Play: Game Design Fundamentals by Salen and ZimmermanA system in which players engage in an abstractresults in adefined by rules, interactivity, and feedback, that reaction.challenge,quantifiable outcome often eliciting an emotional-A Theory of Fun by Koster 7. What is a game?The answer may not be so simple.System - A set of interconnected elements.Players - A person interacting with game content or otherplayersChallenge - Something that is demanding; a test of onesabilityRules - The principles and regulation governing conduct,action, or procedureFeedback - A reaction or response to a particular process oractivityQuantifiable Outcome - Having a concrete win state 8. FunRaph Koster, in his book A Theory of Funfor Game Design defines fun as, Thepositive feedback given bythe brain for cognitive learning. 9. game-based 10. Video Games Are Ubiquitous! Women age 18+72%The average gameplayer age is:represent a greaterportion of game players37 of Americanhouseholds play (37%) than boys age 17 video games or younger (13%)2011 Entertainment Software Association 11. When should videogames be includedin eLearning? 12. Clark & Mayer: E-Learning and the Science of Instruction When the goals, rules, activities, feedback, andconsequences of the game or simulation canbe aligned to the desired learning outcomes When structure and guidance to help learnersis provided to reach instructional goals However, open-ended games and simulationsthat require unguided exploration should beavoided 13. SUMMARYOnly use games if they directly supportyour education goals. Make learning essential to the game.Make learning essential to the game.Make learning essential to the game. 14. Game-Based Learning Development Process Specific roles, documentation, and deliverables that arerequired in developing game-based learning These are different than what are found in traditionaleLearning OR game development 15. What isGamification? The use of game mechanics, game design techniques,aesthetics, and game-thinkingto non-game applications. 16. In the context oflearning:Gamification is meant to engage learners, motivateaction, promote learning, and solve problems. 17. ENGAGEMENTOccupying the attention or theefforts of a person 18. ENGAGEMENTOccurs whenthe BRAIN is REWARDED 19. Rewards must evokeEMOTION from the learner! 20. WANTING 21. LIKING 22. WANTING+LIKING=REWARDING 23. Dr. Kent Berridge University of MichiganNeuroscientist Researches the causes ofaddiction Has found wanting and likingto occur in two different partof the brain 24. Games are notengaging because theyre games,but when they are designed to be rewarding! 25. Know Your Audience 26. Game Mechanics The construct of rules that encourage usersto explore and learn the properties of theirpossibility space through the use offeedback mechanisms. 27. Wait. Isnt Gamification justleaderboards and badges?!?! 28. Set Goals and Objectives 29. Set Goals and Objectives 30. GOAL STRUCTURE Objective 1 Objective 2 Objective 3 Goal 1 Objective 4 Objective 5 31. GOAL STRUCTUREGoal 1Goal 2Goal 3 Topic 1Goal 4Goal 5 32. GOAL STRUCTURETopic 1Topic 2Topic 3 Module 1Topic 4Topic 5 33. GOAL STRUCTURE Module 1 Module 2 Module 3 Course 1 Module 4 Module 5 34. LINEAR STRUCTURE 35. HUB SYSTEMS 36. HUB SYSTEMS 37. HUB SYSTEMS 38. OPTIMAL FLOW 39. FLOW of GAMES 40. FLOW of LEARNING 41. Set Goals and Objectives - Give the Learner Choices 42. Set Goals and Objectives - Give the Learner Choices - Create Time Sensitive Objectives 43. Frequent Feedback 44. Frequent FeedbackAs a designer, one of yourmost important jobs is to MAKE YOUR LEARNERSFEEL CLEVER. 45. Frequent Feedback-Create JUICY Feedback! 46. Before we continue... Lets take amoment to discuss the Tin Can API. 47. Learning Statements 48. ReportingAssessment SystemsServices Semantic StatisticalAnalysis Services 49. Measure Progress 50. Measure Progress - Visual Representation of Experience 51. Reward Effort 52. Reward Effort- Incremental Rewards 53. Reward Effort- Incremental Rewards- Reward Schedules 54. Reward SchedulesThree Main Components: Prerequisite Why did I get this reward? Response How is the reward presented? Reinforcer What is the appropriate reward? (momentary or persistent)Two Types of Reward Schedules:Interval Based on time.Fixed Low engagement immediately after the reward, thatincreases as the next reward approaches.Variable Random within a window of time.Ratio Based on completing actions.Fixed Given after a set number of actions, which caninclude after every action.Variable Random within a window of actions. 55. Reward Effort- Incremental Rewards- Reward Schedules- Probability and Danger 56. Reward Effort- Incremental Rewards- Reward Schedules- Probability and Danger- Adaptive Systems 57. - Adaptive Systems- Negative Feedback Loop 58. Elements of ChanceQuickTime and aGIF decompressorare needed to see this picture. 59. Surprise and Delight 60. Moments of Intense Attention 61. Peer Motivation 62. Lets take a break to play some games!Pay attention to game mechanicsand what makes them engaging 63. What were your observations aboutgame mechanics and engagement? 64. Game Design TechniquesText Inspect, Iterate & Adapt 65. Suggestions forSpecific ProjectPhases 66. Pre-Concept Phase 67. Think Outside the Box 68. Think Outside the Box-Know the Box 69. Expand Your Horizons 70. Expand Your Horizons Alternate Reality Adaptive Learning/Wearables Systems 71. Play Games 72. Brainstorm- Individually & In Groups 73. Brainstorm -Never dismiss ideas as too silly -Concentrate on generating ideas and not concepts (that comes later) 74. The Well Is Deep 75. Concept Phase 76. Use a Story to FrameYour Mechanics 77. Stay True to the Brand 78. Have a Hook 79. Improved Presentations 80. Use CGI or Illustrations 81. Use Peripherals That MimicManual Dexterity Skills- Develop for a Game Console 82. Test Assumptions 83. Paper Test 84. Paper Test 85. Test Early & Often 86. Summary Increase engagement by rewarding learners(wanting+liking=rewarding) Know your audience and brand Provide juicy feedback and show progress on clearly stated goals and objectives Reward effort, not just successes Gain attention with surprise and delight Build systems that allow peer interaction Improve your presentations with better art and technology Use an iterative development method Test assumptions early and often 87. RICK RAYMERSenior Emerging Technologies Learning [email protected](919)599-1426