motivating and engaging students using gamification maryville university karen fletcher
TRANSCRIPT
Motivating and Engaging Students Using Gamification
Maryville University
Karen Fletcher
Game Player Data
• Forty-five percent of all players are women• Sixty-two percent play with others (in-person or online)
Entertainment Software Association. (2013). 2013 sales, demographic and usage data. Retrieved from http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf
Today's student will spend 10,000 hours playing computer and video games by the age of 21
- Jane McGonigal
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: The Penguin Press.
10,000 hours. . .
• To mastery…• Gladwell’s Outliers
• Formal instruction in school grades 3 through 12• 997 hours per year
• National Center for Education Statistics
National Center for Education Statistics (2013). Education indicators: An international perspecitive. Retrieved from http://nces.ed.gov/pubs/eiip/eiipid24.asp
Gamification engages users and changes behavior with the best ideas from games, loyalty programs and behavioral economics
- Gabe Zichermann
Zichermann, G. (2013, February 5). Gamification of marketing webinar [Video file]. Retrieved from http://youtu.be/vfu6sUwSdtg
Motivation
Positively Changing Behavior
Engagement
Amotivation
Extrinsic
Intrinsic
Motivation: Self-Determination Theory
Am
otiv
atio
n
Don’t Care
Ext
erna
l Reg
ulat
ion
Told What to Do In
troj
ecti
on Make it Our Own (Status)
Iden
tifi
cati
on Can See Value
Inte
grat
ion
Goals & Activity Align
Intr
insi
c
Enjoys, Internal
Ryan, R. & Deci, E. (2000, January). Self-Determination Theory and the facilitation of intrinsic motivation, social development, and well-being. Retrieved from http://media.library.ku.edu.tr/reserve/resspring09/psyc510_NAksan/Mar16th.pdf
Psychological Needs for Intrinsic Motivation
Ryan and Deci
1. Competence
2. Autonomy
3. Relatedness
Daniel Pink
1. Autonomy
2. Mastery
3. Purpose
Pink, D. (2009, August 25). Dan Pink: The puzzle of motivation – A TED Talk [Video file]. Retrieved from http://youtu.be/rrkrvAUbU9Y
Engagement Loop Player Journey
Zichermann and Werbach referenced this
Action
Feedback
Motivation
Action
Feedback
Motivation
Action
Feedback
Motivation
Action
Feedback
Motivation
Onboarding
Novice
Expert
Master
Pyramid of Gamification Elements
Dynamics
Mechanics
Components
Big Picture Grammar: Narrative,
Progression, Relationships
Challenges, Cooperation,
Feedback, Rewards Achievements, Avatars, Badges, Collections, Content Unlocking,
Leaderboards, Levels, Points, Quests, Social
Graph, Teams
Werbach, K. (2013, April). The pyramid of elements [Lecture 4.2]. Coursera. Retrieved from https://class.coursera.org/gamification-002/lecture/41
DynamicsNarrative• University
Seminar• Community• Communication• Critical Thinking
• Create better critical thinkers while studying games and gamification
Progression
• Level up:• XP: eXperience
Points
• Quests• Titles
Relationships
• Freshman class of 21 students– Guilds of 3
• Peer mentor• Professor
Big Picture Grammar: Narrative,
Progression, Relationships
Mechanics
• Challenges• Class projects, discussions, and assignments
• Cooperation• Group reading presentation and group project
• Feedback• From instructor, peer mentor, peers and from group project recipients
• Rewards• Grades, badges, profile, praise from group project recipients
Challenges, Cooperation, Feedback, Rewards
Components and Learning Environment
PBLs: Points, Badges, Leaderboards
Achievements, Avatars, Badges, Collections, Content Unlocking,
Leaderboards, Levels, Points, Quests, Social
Graph, Teams
XP (eXperience Points): Discussion forum statistics, attendance in class and events, completion of quests
Components and ePortfolio
Gamer Tag, Guild Name and Image, Avatar Name and Image, Student Profile Information, Badges Earned
Achievements, Avatars, Badges, Collections, Content Unlocking,
Leaderboards, Levels, Points, Quests, Social
Graph, Teams
Components and Learning Environment
Checklists/Challenges, Restrictions, Quizzes/Apply for Badges,
Intelligent Agents
Achievements, Avatars, Badges, Collections, Content Unlocking,
Leaderboards, Levels, Points, Quests, Social
Graph, Teams
Checklist/Quest
Components and Learning Environment
Checklists/Challenges, Restrictions, Quizzes/Apply for Badges,
Intelligent Agents
Quiz/Application
Achievements, Avatars, Badges, Collections, Content Unlocking,
Leaderboards, Levels, Points, Quests, Social
Graph, Teams
Components and Learning Environment
Checklists/Challenges, Restrictions, Quizzes/Apply for Badges,
Intelligent Agents
Unlocking/Restriction on Completion
Achievements, Avatars, Badges,
Collections, Content Unlocking,
Leaderboards, Levels, Points,
Quests, Social Graph, Teams
Components and Learning Environment
Checklists/Challenges, Restrictions, Quizzes/Apply for Badges,
Intelligent Agents
Unlocking/Restriction on
Time
Achievements, Avatars, Badges,
Collections, Content Unlocking,
Leaderboards, Levels, Points,
Quests, Social Graph, Teams
Components and Learning Environment
Youngling
Padawan
KnightMaster
Titles based on number of experience points
Taken from Star Wars
Achievements, Avatars, Badges,
Collections, Content Unlocking,
Leaderboards, Levels, Points,
Quests, Social Graph, Teams
Perceived Benefits
• How our students are learning• Positively changes behavior
• Rewards success (Everyone earns an F unless)
• Engagement• Intrinsic Motivation• Social
Motivation
Positively Changing Behavior
Engagement
Lessons Learned (so far)
• It is not all about PBLs• Points, Badges, Leaderboards
• What do you want your students to learn?• Do Dynamics and Mechanics first
• This is an iterative process• It won’t be right the first time• Plan on student involvement
• Learn, Read, Watch• Books, Webinars, Courses, TEDTalks and YouTube
• Fun or Whistle While You Work
Karen Fletcher
Assistant Professor
John E. Simon School of Business
Maryville University
650 Maryville University Drive
St. Louis, MO 63141
(o) 314.529.9691
www.maryville.edu