This was the slideshow shared at the ICE 2014 Conference. The content within this slides was meant to get teachers thinking like game designers when creating coursework for their students. There is a lot here.
10. Mission
• Tweet using the hashtag #gamice14
• Badge for Top Three Prolific Tweeter
• Badge for Top Retweet
• Possible badge for Creative use of Tweets
• Cross-pollination of hashtags is
appreciated too
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13. Games
A game is a series of meaningful choices.
- Sid Meier (Civilization)
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14. GBL
Game-Based Learning is defined by a
learning outcome with a balanced
amount of instruction to gameplay.
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15. Serious Games
Serious Games are games designed for a primary
purpose other than pure entertainment and are used to
transform players behaviors through educational
simulations and/or scenarios.
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16. Gamification
Gamification encompasses the idea of adding game
elements and game thinking techniques to non-game
contexts.
“Gamification is bullshit.” - Ian Bogost
- Karl Kapp and Kevin Werbach
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20. It’s just a poorly designed game.
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21. Gamify the Classroom
• Narrative or theme
• Points, Badges, and
• Promote teamwork
• Give players a sense of
• Fun, Friends, and Feedback
• Encourage Problem
• Reward out-of-the-box
Leaderboards
Solving
• Break down big challenges
into manageable steps
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control
thinking
• Reduce the fear of failing
23. What Game Elements do you see here?
Progress
Support
Points
Social
Trophies
Maps
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Shop
24. Story/Narrative
• Create an Alternate Reality in
your classroom
• Quests, Missions, Challenges
• World Concepts
• Avatars/nicknames
• Storytelling
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25. Leveling with Grades
Level
XP
Letter Grade
Level 12
Level 11
Level 10
Level 9
Level 8
Level 7
Level 6
Level 5
Level 4
Level 3
Level 2
Level 1
1860
1800
1740
1660
1600
1540
1460
1400
1340
1260
1200
0
A
AB+
B
BC+
C
CD+
D
DF
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27. XP Examples
Action
Points
For each point above 80% on an exam.
20
Promoting online discussion.
50
Assisting the class with understanding a concept better.
50
Helping others by using one’s powers.
75
Being positive and hardworking during an entire class period.
100
Demonstrating mastery of an important concept.
100
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34. Level 1
• Provides a guide
• Praise, feedback, and guidance
• Limited options, monsters and features
• Pathway to mastery
• Designed to keep you competent
• Impossibly easy and difficult to fail
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48. 1. Main Goal
• Get your players playing
• Keep them playing
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49. 2. Behaviors
• Describe the behaviors, actions, or learning
objectives to promote within your game
• What behaviors could we improve?
• What behaviors are going to be rewarded?
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52. 4. Players
• Describe your players.
• Who are the players?
• What are these players like?
• What do players want?
• They are the center of your game.
• Journey from novice to mastery.
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54. My Favorites
1. Nintendo - Contra and Super C
2. N64 - 007 Golden Eye
3. PC - Red Alert
4. Play Station - Grand Theft Auto
5. Xbox - Halo
6. Facebook - Mafia Wars
7. Wii - Wii Sports, Guitar Hero
8. Xbox 360 - Assassin's Creed, Grand Theft Auto series, and
Call of Duty series
9. iPhone - Clash of Clans
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55. Survey Mission
Make a Top Ten List of your favorite video games. What
games do you like to play and what games do you love
to play? List them in order of importance with number
10 being your least favorite and 1 being your favorite.
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56. 5 (a). Components
•
•
•
•
•
•
•
•
•
•
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Points
Badges
Leaderboards
Rewards
Achievements
Levels
Time Limitis
Progress bars
Missions
Avatars
•
•
•
•
•
•
•
•
•
•
Virtual Goods/Currency
Real Goods
Inventory
Randomness
Social Experience
Teams
Boss Fights
Gifting
Content Unlocking
Collecting
57. 5 (b). Mechanics
• Describe the rules of the game in relation to
components for creating game dynamics.
• How will these game components develop
desired behaviors?
• How can the mechanics be explained to players?
• How can we increase difficulty overtime?
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59. 6. Revenues
• Describe the point systems and the leveling.
• How will you measure success in the game?
• What results do we hope to achieve from the game?
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60. 7. Aesthetics
• Describe the emotions you want to evoke.
• What elements will grab players attention?
• How can these elements add to players fun?
• How can we include randomness?
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61. 8. Platforms
• Describe the platforms on which to
implement game-based elements.
• What platforms have the different
mechanics you are looking for?
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75. The Gamification of
Learning and Instruction
•
Gamification of training
and education
•
Business world and
eLearning heavy
•
But, everything you need
to start
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76. For the Win
•
•
•
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Easy read!
All the basics covered
Perfect supplemental
material if taking the
Gamification Coursera
course
84. Game-Storming
In whatever it is that you do for your district, where
can you see the potential for using game thinking or
game elements to enhance or transform learning.
•Points
•Badges
•Leaderboards
•Fun
•Friends
•Feedback
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L
P
B