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Dr. Ram de la Rosa Anthony Salinas Jessica Sanchez Center for Online Learning & Teaching Technology Incorpora9ng Fun: A Gamifica9on Framework Aligned with QM

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Page 1: Incorporang$Fun:$A$ Gamificaon $ Framework$Aligned$with$QM · 2018-01-16 · Dr.$Ram$de$laRosa Anthony$Salinas$ JessicaSanchez Center&for&Online&Learning&&&Teaching&Technology& Incorporang$Fun:$A$

Dr.  Ram  de  la  Rosa  Anthony  Salinas  Jessica  Sanchez  

Center  for  Online  Learning  &  Teaching  Technology  

Incorpora9ng  Fun:  A  Gamifica9on  Framework  Aligned  with  QM  

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University  of  Texas  Rio  Grande  Valley  Demographics  

Programs  –  Undergraduate:  64  –  Masters:  49  

•  9  Fully  Online  •  6  Accelerated  

–  Doctoral:  4  –  Coopera9ve  Doctoral:  2  –  Online  Enrollment:  9,976  

17,678  7376  

1186   2584  

Student  Popula1on  

U  Full-­‐9me  

U  Part-­‐9me  

G  Full-­‐9me  

G  Part-­‐9me  

Total  Popula9on:  28,824      

Student  Ethnicity  White,  Non  Hispanic  

Black  

Hispanic  

Asian  

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UTRGV  Online  Programs  Fully  Online  Programs  •  Business  Administra9on  (MBA)  •  Business  Administra9on  (Spanish  MBA)  •  Bilingual  Educa9on  (MED)  •  Educa9onal  Technology  (MED)  •  Kinesiology  (MS)  •  Mathema9cs  (MS)  •  Nursing  Administra9on  (MSN)  •  Nursing  Educa9on  (MSN)  •  Spanish  Transla9on  &  Interpre9ng  (MA)    Cer1ficates  •  Court  Interpre9ng�  (Graduate  Cer9ficate)  •  Digital  Literacy  Leader  (Graduate  Cer9ficate)  •  E-­‐Learning  (Graduate  Cer9ficate)  •  Film  Studies  (Minor)  •  Master  Reading  Teacher  (Graduate  Cer9ficate)  •  Spanish  Transla9on  (Graduate  Cer9ficate)  •  Technology  Leadership  in  Educa9on  (Graduate  

Cer9ficate)  •  TxVSN  Digital  Literacies  (Graduate  Cer9ficate)  

Accelerated  Online  Programs  •  Business  Administra9on  (MBA)  •  Business  Administra9on  in  Health  Care  

Administra9on  (MBA)  •  Health  Sciences  in  Health  Care  Administra9on  

(MS)  •  Health  Sciences  in  Clinical  Laboratory  Sciences  

(MS)  •  Public  Affairs  (MPA)  •  Special  Educa9on  (MED)  

 Par1ally  Online  Programs  •  Applied  Arts  &  Sciences  (BAAS)  •  Criminology  &  Criminal  Jus9ce  (BSCJ)  •  Curriculum  &  Instruc9on  (MED)  •  Health  Services  Technology  (BAT)  •  Mul9disciplinary  Studies  (BMS)  •  Nursing  (BSN)  

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Center  for  Online  Learning  &  Teaching  Technology  

Our  Mission      The  Center  for  Online  Learning  &  Teaching  Technology,  a  department  of  the  Division  of  Academic  Affairs,  supports  and  fulfills  the  mission  of  the  University  of  Texas  Rio  Grande  Valley  by  providing  services  and  faciliEes  that  promote,  support,  and  integrate  best  pedagogical  pracEces  in  applied  technologies  in  teaching,  learning,  and  research  for  tradiEonal  and  web-­‐based  learning  offerings.    

Our  Staff    •  18  Full  Time      

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How  We  Started  

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What  is  Gamifica9on?  

“The  craI  of  deriving  fun  and  engaging  elements  found  typically  in  games  and  thoughJully  applying  them  to  real-­‐world  or  producEve  acEviEes”  

Yu-­‐kai  Chou  (2015)    In  educa9onal  context:  “On  its  surface,  gamificaEon  is  simply  the  use  of  game  mechanics  to  make  learning  and  instrucEon  more  fun.  It  seems  "fake"  arEficial  or  like  a  shortcut.  It's  not.  Underneath  the  surface  is  the  idea  of  engagement,  story,  autonomy,  and  meaning“  

 Kapp  (2012)  

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Why  Gamifica9on?  •  Mo9va9on  •  Engagement    •  Reten9on  •  S9mulate  Produc9vity  and  Crea9ve  Inquiry    •  Create  Posi9ve  Change  Behavior  •  Knowledge  Acquisi9on  in  a  Fun  Way  

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Why  does  it  maier?  Learners  recall:  

 

80%  of  learners  say  that  their  produc9vity  would  increase  if  their  university  was  more  game-­‐like  

Elearninginfographic.com  

10%  of  what  they  read  

20%  of  what  they  hear  

30%  of  what  they  hear  and  read  

50%  of  what  they  observe  

90%  if  they  do  it  themselves  even  in  simula9on  

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Gamifica9on  Misconcep9ons  1.  Gamifica9on  and  Game  Based  Learning  are  the  

same  

2.  Gamifica9on  is  simply  Points,  Badges,  and  Leaderboards  

3.  Gamifica9on  is  just  a  buzzword  

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Types  of  Gamifica9on  

Content  Gamifica1on  •  Story    •  Challenge    •  Curiosity    •  Characters    •  Immediate  Feedback    •  Opportunity  to  fail    •  Mystery  

Structural  Gamifica1on  •  Points  •  Badges  •  Leaderboards  •  Levels  

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Gaming  Elements  Dy

namics   • Emo9ons  

• Narra9ve  • Progression  • Constraints  • Rela9onships   M

echanics  

• Challenges  • Chance  • Compe99on  • Coopera9on  • Feedback  • Resources  Acquisi9on  

• Transac9ons  • Rewards  • Turns  • Win  State  

Compo

nents   • Achievements  

• Avatars  • Points  • Badges  • Boss  Fight  • Combat  • Content  Unlocking  • Levels  • Avatars  • Badges  • Leaderboards  • Content  Unlocking  • Gining  • Teams  • Quests  

There  are  more  to  games  than  their  elements.  

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Ac9vity  

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Mo9va9on    

Extrinsic   Intrinsic  

Need  to  learn  and  assimilate  

Maslow’s  Hierarchy  of  Needs  

The  desire  to  do  something  because  it  is  enjoyable,  meaningful  and  you  want  to  do  it.  

Points,  Levels,  Badges  

The  desire  to  do  something  because  of  external  rewards  such  as  awards,  money  and  praise.  

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A  Proposed  Model  of  Mo9va9on  

Needs  Based  

Maslow’s  Hierarchy  of  Needs  

Needs  Achievement  Theory  

Goal  Sepng  Theory  

Self  Efficacy  Theory  

Social  Based  

Social  Comparison  

Personal  Investment  Theory  (PIT)  

Rewards  Based  

Expectancy  Value  Theory  

Skinner’s  Reinforcement  Theory  

Self-­‐Determina9on  Theory  –  Comprehensive  Theory  ß-­‐-­‐-­‐-­‐-­‐-­‐Intrinsic  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  Social  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  Extrinsic  -­‐-­‐-­‐-­‐à  

Model  of  mo9va9on  (based  on  Richter  et  al,  2015,    Ryan  &  Deci,  2000  and  Vassileva,  2012  )  

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Flow-­‐Theory  

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Ac9vity  

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Player  Types  Bartle’s  Player  Type  (1996)  

Killers  • Winning  • Rank  • Peer  to  Peer  Compe99on  

Achievers  • Aiaining  status  • Achieving  goals  quickly  &  completely  

Socializers  • Socializing  • Develop  a  network  of  friends  and  contacts  

Explorers  • Exploring  • Drive  to  Discover  

Kim’s  Player  Types  (2012)  Ac9ng  

Interac9ng  

World  Players  

Explore  • Gain  Knowledge  • Explore  Boundaries  • Value  accurate  Informa9on  

Compete  • Tes9ng  Skills  • Status  • Value  mastery,  learning  &  rela9onship  building  through  compe99on  

Create  • Self  Expression  • Value  original  thought  

Collaborate  • Working  with  others  • Enjoy  working  with  groups  

Ac9ng  

Interac9ng  

Content   Players  

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Lazzaro’s  4  Keys  2  Fun  

• Like  opportuni9es  for  challenge,  strategy  and  problem  solving  • Structured  • Emo9ons:  frustra9on  and  Fiero  (personal  triumph)  • Increases  Engagement  

Hard  Fun  (Challenge  +  Mastery)  

• Like  intrigue,  curiosity,  explora9on  &  role  play  • Emo9ons:  wonder,  awe  and  mystery  •   “bubble  wrap  of  game  design”  

Easy  Fun  (Novelty)  

• Like  meaningful  experiences,  value  &  sense  of  progress  • Emo9ons:  aspire,  excitement,  focus,  relaxa9on  

Serious  Fun  (Meaning)  

• Like  social  interac9on  (communicate,  compete,  collaborate)  • Emo9ons:  Amusement,  schadenfruede  (taking  pleasure  in  the  misfortune  of  others)  

People  Fun  (Friendship)  

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Andrzej  Marczewski:    User  Type  2.0  

©  Andrzej  Marczewski    hip://www.gamified.uk/user-­‐types/    

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Ac9vity  

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Micro  &  Macro  Gamifica9on  

Micro  Gamifica9on  

Gamified  Individual  Course  Module  or  Unit  

Change  in  Behavior  is  Limited  to  a  Module/Unit  

No  Story  Behind  the  Gamified  Ac9vi9es  

Macro  Gamifica9on  

Holis9c  Game  Environment  

Change  Behavior  Beyond  the  

Game  Environment  

Story  Design  for  Meaning  and  Cohesion  • Weaving  the  course  together  

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Consequences  of  Bad  Design  

Students  focus  on  the  extrinsic  factor  more  then  the  material  of  the  

course  

An  unbalance  of  extrinsic  mo9va9on  

Loss  of  mo9va9on  

Overall  Story  does  not  follow  subject  

maier,  lose  meaning    

Leaderboards  may  discourage  interest  because  students  realize  they  are  no  

longer  in  the  running  to  win  

Course  becomes  to  hard  or  too  easy  

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Framework  

Werbach  &  Hunter  Game  Design    

Define  business  objec9ves  

Delineate  target  behaviors  

Describe  players  

Devise  ac9vity  loops  

Don’t  forget  the  fun!  

Deploy  the  appropriate  tools  

Jones  Holis1c  Gamified  Framework  

Define  Learning  Goals  &  Objec9ves  

Iden9fy  Learners  &  Learning  Factors  

Assess  Learners  Intrinsic  

Mo9va9on  

Design  Narra9ve  for  Player/Learner  

Types  

Choose  Learning  Materials  &  Tools  

Apply  Game  Principles  &  Elements  

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Guiding  Framework  Set  Goals  and  Objec9ves  

Consider  the  Audience  

Set  Measurements  for  Success  

Maintain  Alignment  

Include  Progression  

Incorporate  Meaningful  Choices  

Include  Consequences  

Deploy  Appropriate  tools  

Include  Fun!  

Get  Student  Feedback  

 Make  improvements  Ques9onnaire  

Macro-­‐Blueprint  

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UTRGV  Gamifica9on  Process/Framework  

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Future  Research  •  Call  for  Proposal-­‐  Pilot  Study  using  Framework  

Refining  Framework  

•  Study  the  Sociology/Psychology  Behind  Gamifica9on  •  Survey  Full  Online  Courses  and  Gamified  Courses  

–  Compare  Results:  Engagement,  Mo9va9on,  Reten9on  

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References  •  Bartle,  R.  (1996)Hearts,  Clubs,  Diamonds,  Spades:  Players  Who  Suit  MUDs.Journal  of  MUD  Research  

1,  1  •  Johnson,  L.,  Adams  Becker,  S.,  Cummins,  M.,  Estrada,  V.,  Freeman,  A.,  and  Ludgate,  H.  (2013).  NMC  

Horizon  Report:  2013  Higher  Educa9on  Edi9on.  Aus9n,  Texas:  The  New  Media  Consor9um.  •  Kapp,  K.  (2012).  The  Gamifica9on  of  Learning  and  Instruc9on:  Game-­‐based  Methods  and  Strategies  

for  Training  and  Educa9on.  San  Francisco:  Pfeiffer.”  •  Kim,  A.J.  (2012)  Social  Engagement:  Who's  playing?  How  do  they  like  to  engage?  retrieved  from  

hip://amyjokim.com/2012/09/19/social-­‐engagement-­‐whos-­‐playing-­‐how-­‐do-­‐they-­‐like-­‐to-­‐engage/  •  Knewton.  (n.d.).  Gamifica9on  Infographic.  Retrievd  from  

hip://www.knewton.com/gamifica9on-­‐educa9on/    •  Kumar,  Janaki  Mythily  and  Herger,  Mario  (2013):  Gamifica9on  at  Work:  Designing  Engaging  Business  

Sonware.  Aarhus,  Denmark,  The  Interac9on  Design  Founda9on.  ISBN:  978-­‐87-­‐92964-­‐06-­‐9.  Book  available  online  at  hips://www.interac9on-­‐design.org/books/gamifica9on_at_work.html  

•  Lazzaro,  N.  (nd).  The  4  Keys  2  Fun.  Retrieved  from  hip://www.nicolelazzaro.com/the4-­‐keys-­‐to-­‐fun/  •  Reiners,  T.,  &  Wood,  L.  C.  (2015).  Gamifca9on  in  Educa9on  and  Business.  •  Ryan,  R.  M.,  &  Deci,  E.  L.  (2000).  Self-­‐determina9on  theory  and  the  facilita9on  of  intrinsic  mo9va9on,  

social  development,  and  well-­‐being.  American  Psychologist,  55  (1),  68–78.  •  Vassileva,  J.  (2012).  Mo9va9ng  par9cipa9on  in  social  compu9ng  applica9ons:  A  user  modeling  

perspec9ve.  User  Modeling  and  User-­‐Adapted  Interac9on,  22  (1),  177–201.  •  Yu-­‐Kai,  C.  (2015).  Ac9onable  gamifica9on:  Beyond  points  badges  lederboards.  USA:  Octalysis  Media.  

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Contact  Us  Dr.  Ramiro  de  la  Rosa  [email protected]  

Dr.  Le9cia  DeLeon  [email protected]  

Anthony  Salinas  [email protected]  

Jessica  Sanchez  [email protected]  

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Thank  you!