sabbaticalintro
TRANSCRIPT
My Sabbatical at Hogwarts:
Initial Explorations
into Meaningful
Gamification
Scott Nicholson, Syracuse University School of Information Studies
Visiting Professor, MIT, Comparative Media Studies
Overview
A Request
Before MIT
Lifelong Gamer
Game Design
Syracuse in 2001
Online education
Gaming in Libraries
Online Video
During MITVisiting Professor, Comparative Media Studies
Visiting Scholar, Singapore-MIT GAMBIT Game Lab
Resident Scholar, Simmons Hall
Comparative Media Studies
GAMBIT Game Lab
Education Arcade
Simmons Hall
Libraries at MITIndependent Activities Period
ARG Design Workshop
Excellent information infrastructure…
Two Paths
Enter Gamification
Definition : The use of game design elements in non-game contexts.
Deterding, S. (2011b). Situated motivational affordances of game elements: A conceptual model. Presented at Gamification: Using Game Design Elements in Non-Gaming Contexts, a workshop at CHI 2011. Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/09-Deterding.pdf
Examples of Gamification
Frequent Flier Programs
Library Summer Reading program
Grades!
Branded Gamification
Gamification vs. Pointsification (Robertson, 2010)
Robertson, M. (2010). Can't play, won't play. Hide & Seek: Inventing New Kinds of Play. Retrieved from http://www.hideandseek.net/2010/10/06/cant-play-wont-play/
Turning to theory
Motivation Self-Determination Theory (Deci & Ryan) – What drives a person to make a decision without external influence
Organismic Integration Theory - How a user integrates external control into a sense of self
If there is external control through rewards, then learner will incorporate this external control
This will create negative feelings about the activity
Gamification based upon controlling external rewards = Short term benefit with long-term cause
Gamification without external rewards
What is Meaningful?
Situational Relevance (Schamber)User + Context
Challenge of using only one goal
Situated Motivational Affordance (Deterding)Organizational context into which activity is placed
Meaningful Gamification has to account for different users and different organizational contexts for non-game activity
Addressing Diverse Needs
Universal Design for Learning (Rose & Meyer)
What – Content of LearningHow – Methods of demonstrating masteryWhy – Paths to internalize content
Engaging the Users
Player-generated Content
“Gaming 2.0”
Players set own goals and achievements
Developing platform for customizationChallenge: Meaningful Customization
User at the Center
Company-Centered Design“Teaching to the Test”
Game-Centered Design
User-Centered Design
Meaningful Gamification: Integration of user-centered game design elements into non-game contexts
Avoid External Rewards
Meaningful Gamification
Meaningful Gamification
Meaningful Gamification
Meaningful Gamification
After MITBook on Meaningful Gamification
New course areas
Library ApplicationsAlternate Reality Games
Information Literacy and Searching Tools
Crossed Paths - http://tinyurl.com/crossedpaths
Time for you to think about Gamification!