gamification for second language acquisition
TRANSCRIPT
Gamification for
Second Language AcquisitionThe good, the bad,
and unusable
Geraldine Exton, James Patten, Liam MurrayCSIS Department, University of Limerick, Ireland
{geraldine.exton; james.patten; liam.murray} @ul.ie
Introduction
• The immersive capability & thus inherent massive influence of games
• “All learning has to be based on experience, no matter what tools we’re using” (Gee, 2015)
• Classic games are well designed “problem spaces” where we can tackle challenging problems
• GFI – (goodness of fit index) – –Games = well designed a/effect spaces
Introduction - Gamification
• Gee: “Gamification can be good and gamification can be evil. It has been taken over, at least in America by business.”
• Motivation? Or manipulation?• Gaming + education – can they be blended?• Definition: “the use of game-like elements in
non-game contexts” (Deterding et al, 2011)
Focus
• Focus of game design entertainment
• Focus of gamification engagement
• Engagement ≠Entertainment
• Entertainment– Is elusive– No clear road map for entertainment
Game design
• Game design nuanced, creative activity– Mechanics only a small part of what works– Uncertainty and our compulsion to master it
(Costikyan)– Learning and mastery (Koster)– Joy of gameplay – meaningful choices (Juul)
• “Myth” of game design as a solved problem– Cannot guarantee effectiveness of a small part
applied elsewhere
Gamification – the term
• “Gamification” – term designed to elicit positive association
• Divisive– Chocolate covered broccoli (Gee, Bogost)– Exploitationware (Bogost)– Pointsification (Robertson)
• Splintering of advocates– “gameful design” as against gamification
Gamification – potential negatives
• Motivation of those behind it– Business analytics– Data mining– User manipulation– Commodification– Make mundane tasks worse– Data collection/usage/privacy
What is Gamification?
• Confusion about what constitutes gamificationSupermarket clubcards/loyalty programmes• Just using badges, etc, not gamification?
Games already in use in the classroom, but are they gamification?• Class charts/leaderboards• Badges/stickers• Games, eg. Bingo
• Remember the core
Gamification in education
• Educational perspective different from commercial application
• Criticisms valid– Ferrara: gamification has an “impoverished,
cynical, and exploitative view of games as inherently frivolous and mostly useless.”
– Slap elements on and hope for the best!
Gamification in education• Core experience/key goals in system to influence
entire design process (Romero)• Use Guiding Principles – Ferrara– Define core message– Tie message to win strategy– Meaningful choices– Keep it real– Self-directed discovery
• Tie elements to motivation
Gamification and Motivation• Self Determination Theory
• Ryan and Deci• Three components to be fulfilled:
• Spectrum of motivationFrom amotivation to intrinsic motivation
Competence Autonomy RelatednessSkill mastery Choice Social connectedness
Gamification in Duolingo
Gamification in Duolingo
COMPETENCE• Duolingo home page:
skills tree (achievements)• High emphasis on
mastery of skills• Achievements, badges,
content-unlocking, discussion forums, leaderboards, levels, points, social graphs, virtual goods
Gamification in Duolingo
AUTONOMY• Duolingo “lingot” store• Choice re: avatars,
discussion forums, gifting and virtual goods (lingots)
• Avatars, discussion forums, gifting, virtual goods
Gamification in Duolingo
RELATEDNESS• Duolingo discussion
page• Discussion forums:
communities of practice• Avatars, badges, content-
unlocking, discussion forums, gifting, leaderboards, levels, social graphs, virtual goods
Conclusion
• Caveats– Longevity vs novelty • “framification” works – but does it maintain interest?
– External motivators detracting from intrinsic motivation
• Future– One tool in a “motivation suite”– Social/face-to-face (Duolingo/Decker & Lawley)