school of education arcs model and gamification in online

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ARCS model and Gamification in Online Training: Impact on Adult Learners’ Motivation Athina Konstantinidou, MEd Candidate in Educational Technology Efi Nisiforou PhD, Lecturer in Distance Education University of Nicosia, School of Education MoodleMoot, GR- CY, 2020

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Page 1: School of Education ARCS model and Gamification in Online

ARCS model and Gamification in Online Training: Impact on Adult Learners’ Motivation

Athina Konstantinidou, MEd Candidate in Educational Technology

Efi Nisiforou PhD, Lecturer in Distance Education

University of Nicosia,

School of Education

MoodleMoot, GR- CY, 2020

Page 2: School of Education ARCS model and Gamification in Online

Overview

1 Introduction Gamification and ARCS

The design framework

2

3 4 Example of application

MoodleMoot, GR- CY, 2020

5 Preliminary results

Page 3: School of Education ARCS model and Gamification in Online

1. Introduction

online courses of lifelong learning :drop outs

success relies on motivation

effective design of an online course

sustain learners’ motivation

1(Bakar, Yusof, Iahad & Ahmad, 2017; Pursel, Zhang, Jablokow, Choi & Velegol, 2017)MoodleMoot, GR- CY, 2020

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1. Introduction

Gamification ARCS motivational design model

2

Aim

design of an online training course to enhance learners’ motivation and engagement

MoodleMoot, GR- CY, 2020

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2. Gamification

Gameless context Gameful one

3

e.g. training, education, business characteristics found in games

(Yohannis, Prabowo & Waworuntu, 2014; Zichermann & Cunningham, 2011)MoodleMoot, GR- CY, 2020

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2. Gamification

Elements:

❏ Avatars❏ Badges❏ Fight/ Boss Fight❏ Content unlocking❏ Gifting❏ Leaderboards❏ Levels❏ Points❏ Quests❏ Teams

Mechanics:

❏ Challenges❏ Chance❏ Competition❏ Cooperation❏ Feedback❏ Rewards❏ Turns

Dynamics:

❏ Constraints❏ Emotions❏ Narrative❏ Progression❏ Relationships

4(Werbach & Hunter, 2012)MoodleMoot, GR- CY, 2020

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1 3

24

● perceptual arousal● inquiry arousal● variability

AttentionConfidence

● goal orientation● motive matching● familiarity

Relevance

Satisfaction

2. ARCS model

● learning requirements● success opportunities● personal control

● intrinsic reinforcement● extrinsic reward● equity

5(Keller, 2008)MoodleMoot, GR- CY, 2020

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Analysis

Design

Development

Evaluation

3. The design framework

6(Keller, 2008; Keller, 2010)MoodleMoot, GR- CY, 2020

Page 9: School of Education ARCS model and Gamification in Online

➢ Obtain course information

Analysis

3.The design framework

➢ Obtain audience information

➢ Analyze audience

➢ Analyze existing materials

➢ List objectives & assessment

Design Development Evaluation

➢ List potential tactics

motivational strategies & gamification elements

➢ Select and design tactics: incorporate gamification

➢ Select & develop materials

Digital tools

+

Moodle

➢ Evaluate & Revise

7(Keller, 2008; Keller, 2010)

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1

4. Example of application

Training on how to design, develop, deliver online lessons

EFL teachers of Greece 2

3Adults: limited time available,4 week training

Practical tips,Immediate application4

Analysis

8

MoodleMoot, GR- CY, 2020

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4. Example of application

variety of educational activities and tools, customization with gamification plugins

Design

9

Page 12: School of Education ARCS model and Gamification in Online

Gamification

Attention

❏ narrative

❏ progress bar

❏ levels

❏ content unlocking

Tactics❏ Perceptual arousal:

real-world examples, humour, conflict, visualization

❏ Inquiry arousal:

active participation, critical thinking, brainstorming

❏ Variability: variety of methods and approaches

Moodle activities

4. Example of application

Design

❏ Lesson activity

❏ H5P

❏ SCORM: Articulate

❏ Padlet

❏ Nearpod

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MoodleMoot, GR- CY, 2020

Page 13: School of Education ARCS model and Gamification in Online

❏ avatars-profile

❏ narrative

❏ competition

❏ cooperation

❏ Goal Orientation:

explain present and future use of learning content

❏ Motive Matching:

match learning to students’ needs

❏ Familiarity: link to previous experience

4. Example of application

Design

❏ Profile creation

❏ Wiki

❏ Forum

❏ Glossary

Relevance

11

Tactics Gamification Moodle activities

MoodleMoot, GR- CY, 2020

Page 14: School of Education ARCS model and Gamification in Online

❏ narrative

❏ progress bar

❏ points

❏ leaderboards

❏ levels

❏ Learning Requirements:

state objectives, prerequisites

❏ Success Opportunities:

provide feedback, opportunities for self-growth, gradual difficulty

❏ Personal Control: over their learning process

4. Example of application

Design

❏ Progression

❏ Checklists

❏ Labels

❏ Quiz - Feedback

Confidence

12

Tactics Gamification Moodle activities

MoodleMoot, GR- CY, 2020

Page 15: School of Education ARCS model and Gamification in Online

❏ narrative

❏ progress bar

❏ levels

❏ content unlocking

❏ Intrinsic Reinforcement:

opportunities to apply newly learned skills in authentic contexts

❏ Extrinsic Reward:

external reward, prompt feedback

❏ Equity: equal treatment and assessment

4. Example of application

Design

❏ Quiz

❏ SCORM: Articulate

❏ H5P

❏ Padlet

❏ Edpuzzle

Satisfaction

13

Tactics Gamification Moodle activities

MoodleMoot, GR- CY, 2020

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4. Example of application

Challenge: study material, activities, quizzes

Narration

Feedback Content unlocked - progression

Points - Level up - Badge

Engagement loop

14

Design

MoodleMoot, GR- CY, 2020

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4. Example of applicationDevelopment

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Page 18: School of Education ARCS model and Gamification in Online

Development

NarrationChallenges

4. Example of application

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Page 19: School of Education ARCS model and Gamification in Online

Development

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Lesson activity

H5P Matching activity

4. Example of application

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Development

18

Collaborative wiki

4. Example of application

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Development

19

Quizzes:

points to level up

Learning progress

4. Example of application

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Leaderboard

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Development

Badges

Certificate

4. Example of application

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5. Preliminary results

Impact on motivation Further Agenda

➢ control - experimental group

➢ other gamification elements

➢ synchronous activities

➢ other disciplines

❏ Attention: narrative, content unlocking,

interactive presentations

❏ Relevance: goal presentation, map

❏ Confidence: progress bar, feedback

❏ Satisfaction: overall structure, certificate 22

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References

Bakar, N.F., Yusof, A.F., Iahad, N.A., & Ahmad, N. (2017). Framework for embedding gamification in Massive Open Online Course (MOOC). Paper presented at 2017 International Conference on Research and Innovation in Information Systems (ICRIIS), 1-5. doi: 10.1109/ICRIIS.2017.8002496

Keller, J. M. (2010). Motivational Design for Learning and Performance: The ARCS model approach. New York, NY: Springer. doi:10.1007/978-1-4419-1250-3

Keller, J. M. (2008). First principles of motivation to learn and e3‐learning. Distance Education, 29(2), 175-185. doi: 10.1080/01587910802154970

Pursel, B. K., Zhang, L., Jablokow, K. W., Choi, G. W., & Velegol, D. (2016). Understanding MOOC students: motivations and behaviours indicative of MOOC completion. Journal of Computer Assisted Learning, 32, 202– 217. doi: 10.1111/jcal.12131.

Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.Yohannis, A.R., Prabowo, Y.D., Waworuntu, A. (2014, November). Defining gamification: From lexical meaning and process

viewpoint towards a gameful reality. Paper presented at the 2014 International Conference on Information Technology Systems and Innovation (ICITSI), Indonesia.

Zichermann, G., & Cunningham, C. (2011). Gamification by Design- Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA O'Reilly Media.

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CREDITS: This presentation template was created by Slidesgo, including icons by Flaticon, and infographics & images by Freepik and illustrations by Stories

Thank you!Do you have any questions?

MoodleMoot, GR- CY, 2020

Athina Konstantinidou, MEd Candidate in Educational Technology,

[email protected]

Efi Nisiforou PhD, Lecturer in Distance Education, [email protected]