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COTE Fellow Chat
Community of Practice
1	
  
2	
  
Learn	
  More:	
  
h+p://commons.suny.edu/
cote/	
  	
  
Join:	
  
h+p://commons.suny.edu/
cote/fellowship-­‐
expecta=ons/	
  	
  
3	
   Submit	
  a	
  Proposal:	
  	
  
h+p://bit.ly/COTEproposal	
  	
  
Jeremiah Grabowski
Open SUNY Fellow Role:
Expert	
  Instruc=onal	
  Designer	
  
Topic:
Gamifica=on	
  in	
  the	
  Classroom	
  
Theme:
Emerging	
  Learning	
  Environments
COTE NOTE: http://bit.ly/1cJID1p
Gamifica+on	
  in	
  the	
  Classroom	
  
Jeremiah	
  Grabowski	
  
School	
  of	
  Public	
  Health	
  and	
  Health	
  Professions	
  
Do	
  you	
  have	
  a	
  favorite	
  game?	
  
•  Take	
  a	
  minute	
  to	
  think	
  of	
  your	
  favorite	
  game	
  
•  Write	
  it	
  down	
  in	
  the	
  chat	
  window	
  
Does	
  anyone	
  want	
  to	
  share?	
  
•  Anyone	
  care	
  to	
  share	
  their	
  favorite	
  game,	
  and	
  
what	
  it	
  is	
  about	
  the	
  game	
  that	
  keeps	
  you	
  
interested?	
  
•  Please	
  raise	
  hand	
  if	
  you	
  want	
  to	
  share	
  
Presenta+on	
  Objec+ves	
  
By	
  the	
  end	
  of	
  the	
  presenta=on	
  you	
  will	
  be	
  able	
  to:	
  
•  Iden=fy	
  the	
  principle	
  characteris=cs	
  of	
  games	
  and	
  gamifica=on	
  	
  
	
  
•  Discuss	
  how	
  gamifica=on	
  principles	
  can	
  be	
  integrated	
  into	
  
educa=on	
  
	
  
•  Apply	
  Gamifica=on	
  principles	
  to	
  learning	
  seRngs	
  
Gamifica+on	
  Ac+vi+es	
  
Need	
  to	
  be	
  student-­‐centered	
  
Meaningful	
  gamifica=on	
  is	
  the	
  
integra=on	
  of	
  user-­‐centered	
  game	
  
design	
  elements	
  into	
  non-­‐game	
  
contexts	
   Nicholson,	
  S.	
  (2012).	
  A	
  user-­‐centered	
  theore=cal	
  framework	
  for	
  meaningful	
  gamifica=on.	
  Games+	
  Learning
+	
  Society,	
  8.	
  
	
  
Assess	
  student	
  needs	
  
prior	
  to	
  deciding	
  on	
  
your	
  method	
  
(gamifica=on).	
  
What	
  is	
  Gamifica+on?	
  
Defini+on	
  
“Gamifica=on”	
  is	
  the	
  
use	
  of	
  game	
  design	
  
elements	
  in	
  non-­‐game	
  
contexts.	
  	
  
Deterding,	
  S.,	
  Dixon,	
  D.,	
  Khaled,	
  R.,	
  &	
  Nacke,	
  L.	
  (2011,	
  September).	
  
From	
  game	
  design	
  elements	
  to	
  gamefulness:	
  defining	
  gamifica=on.	
  
In	
  Proceedings	
  of	
  the	
  15th	
  Interna=onal	
  Academic	
  MindTrek	
  
Conference:	
  Envisioning	
  Future	
  Media	
  Environments	
  (pp.	
  9-­‐15).	
  
ACM.	
  
Games	
  vs.	
  Play?	
  
Games	
  
•  Confined	
  within	
  a	
  space	
  
•  Set	
  rules	
  
Play	
  
•  Open-­‐ended	
  
•  No	
  rules	
  
	
  
Situa+ng	
  Gamifica+on	
  
	
  	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Deterding,	
  S.,	
  Dixon,	
  D.,	
  Khaled,	
  R.,	
  &	
  
Nacke,	
  L.	
  (2011,	
  September).	
  From	
  game	
  
design	
  elements	
  to	
  gamefulness:	
  defining	
  
gamifica=on.	
  In	
  Proceedings	
  of	
  the	
  15th	
  
Interna=onal	
  Academic	
  MindTrek	
  
Conference:	
  Envisioning	
  Future	
  Media	
  
Environments	
  (pp.	
  9-­‐15).	
  ACM.	
  
Why	
  do	
  we	
  play	
  games?	
  
	
  
Why	
  are	
  games	
  so	
  
addic+ve?	
  
Types	
  of	
  Mo+va+on	
  
Intrinsic	
  
•  Natural	
  inclina=on	
  toward	
  
–  Assimila=on	
  
–  Mastery	
  
–  spontaneous	
  interest	
  
–  Explora=on	
  
Extrinsic	
  
•  Driven	
  by	
  external	
  rewards	
  
–  Money	
  
–  Grades	
  
–  Awards	
  
The	
  underlying	
  concept	
  of	
  gamifica+on	
  is	
  mo+va+on	
  	
  
	
  
Mo+va+onal	
  Trigger	
  Factors	
  
Intrinsic	
  
•  Challenge	
  
•  Curiosity	
  
•  Control	
  
•  Fantasy	
  
Extrinsic	
  
•  Points	
  
•  Progress	
  meters	
  
•  Badges	
  
•  “Leveling	
  up”	
  
Malone	
  &	
  Lepper	
  (1987)	
  as	
  cited	
  in	
  APOSTOL,	
  S.,	
  ZAHARESCU,	
  L.,	
  &	
  ALEXE,	
  I.	
  (2013).	
  GAMIFICATION	
  OF	
  
LEARNING	
  AND	
  EDUCATIONAL	
  GAMES.	
  eLearning	
  &	
  So;ware	
  for	
  Educa>on,	
  (2).	
  
Game	
  Features	
  
*think	
  about	
  how	
  these	
  relate	
  to	
  
your	
  courses*	
  
Rules	
  
•  Clearly	
  stated	
  for	
  all	
  
•  Know	
  what	
  to	
  expect	
  
•  Create	
  structure	
  for	
  the	
  
ac=vity	
  
Goals	
  and	
  Clear	
  Outcome	
  
•  Having	
  a	
  clear	
  goal	
  allows	
  players	
  to	
  create	
  
strategies,	
  and	
  monitor	
  their	
  progress	
  
	
  
•  At	
  the	
  end	
  of	
  the	
  game	
  they	
  know	
  if	
  they	
  won	
  
or	
  lost	
  
Feedback	
  and	
  Rewards	
  
•  Player	
  receives	
  feedback	
  on	
  their	
  progress	
  
•  Rapid	
  feedback	
  cycles	
  
•  Repeated	
  experimenta=on	
  
•  Feedback	
  keeps	
  them	
  	
  
engaged	
  and	
  mo=vated	
  
Problem	
  Solving	
  
•  Problems	
  are	
  usually	
  
just	
  challenging	
  enough	
  
to	
  keep	
  player	
  
mo=vated	
  
•  Scaffolding	
  	
  
Importance	
  of	
  Flow	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
	
  
Csikszentmihalyi,	
  M.,	
  &	
  Csikzentmihaly,	
  M.	
  (1991).	
  Flow:	
  The	
  psychology	
  of	
  op>mal	
  experience	
  (Vol.	
  41).	
  New	
  York:	
  
HarperPerennial.	
  
Difficulty	
  
Boredom	
  
Anxiety	
  
Player	
  Ability	
  
Story	
  
•  Games	
  usually	
  tell	
  a	
  story	
  
•  Draws	
  the	
  player	
  into	
  the	
  
game	
  
•  Generate	
  emo=ons	
  
(posi=ve	
  and	
  nega=ve)	
  
Players	
  
•  One	
  or	
  more	
  players	
  
•  Collabora=ve	
  or	
  
compe==ve	
  	
  
Safe	
  Environment	
  
•  Games	
  provide	
  a	
  safe	
  environment	
  to	
  experiment	
  
without	
  fear	
  of	
  failure	
  
•  Encouraged	
  to	
  try	
  various	
  strategies	
  
•  Allows	
  students	
  to	
  take	
  on	
  new	
  roles,	
  social	
  
credibility	
  
Sense	
  of	
  Mastery	
  
Game	
  Elements	
  
Game	
  Elements	
  
•  Serious	
  games	
  describe	
  full-­‐fledged	
  game	
  
design	
  
•  Gamified	
  applica=ons	
  only	
  incorporate	
  
elements	
  of	
  games	
  
Levels	
  of	
  Game	
  Design	
  Elements	
  
Level	
   Example	
  
Interface	
  design	
  pa+erns	
   Badge,	
  leaderboard,	
  level	
  
Design	
  pa+erns	
  and	
  mechanics	
   Time	
  constraint,	
  limited	
  resources,	
  turns	
  
Design	
  principles	
  and	
  heuris=cs	
   Enduring	
  play,	
  clear	
  goals,	
  variety	
  of	
  game	
  styles	
  
Models	
   Challenge,	
  fantasy,	
  curiosity	
  
Design	
  methods	
   Playtes=ng,	
  playcentric	
  design	
  
Deterding,	
  S.,	
  Dixon,	
  D.,	
  Khaled,	
  R.,	
  &	
  Nacke,	
  L.	
  (2011,	
  September).	
  	
  
User	
  (student)	
  
Centered	
  Design	
  
Gamifica+on	
  Ac+vi+es	
  
Need	
  to	
  be	
  student-­‐centered	
  
	
  
Meaningful	
  gamifica=on	
  is	
  the	
  
integra=on	
  of	
  user-­‐centered	
  game	
  
design	
  elements	
  into	
  non-­‐game	
  
contexts	
  
Nicholson,	
  S.	
  (2012).	
  A	
  user-­‐centered	
  theore=cal	
  framework	
  for	
  meaningful	
  gamifica=on.	
  Games+	
  Learning
+	
  Society,	
  8.	
  
	
  
Ques+ons	
  to	
  Ask?	
  
•  For	
  every	
  decision	
  in	
  
the	
  process	
  we	
  need	
  to	
  
ask:	
  
“How	
  does	
  this	
  	
  	
  	
  
benefit	
  the	
  	
  
student?”	
  
What	
  is	
  student	
  centered?	
  
Meaningful	
  Gamifica+on	
  
•  Student-­‐centered	
  design	
  
•  Rewards	
  are	
  related	
  to	
  the	
  
ac=vity	
  and	
  student	
  
mo=va=on	
  
•  Creates	
  a	
  posi=ve	
  impression	
  
which	
  leads	
  to	
  long-­‐term	
  
benefit	
  
Meaningless	
  Gamifica+on	
  
•  Organiza=on	
  (professor)	
  centered	
  
design	
  
•  Points	
  and	
  levels	
  which	
  lead	
  to	
  
external	
  rewards	
  not	
  related	
  to	
  
ac=vity	
  
•  Not	
  concerned	
  with	
  the	
  long-­‐
term	
  benefits	
  of	
  gamifica=on	
  on	
  
the	
  student	
  
Addi+onal	
  Examples	
  
Point	
  accumula+on	
  	
  
Standard	
  ac=vi=es	
   100	
  points	
  
Op=onal	
  	
  ac=vi=es	
   15	
  points	
  
Total:	
   115	
  possible	
  points	
  
Required	
  ac=vi=es	
   45	
  points	
  
Op=onal	
  	
  ac=vi=es	
   70	
  points	
  
Total:	
   115	
  possible	
  points	
  
Two	
  examples	
  of	
  point	
  accumula=on	
  
Example	
  A	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Example	
  B	
  
“Mulligans”	
  
•  In	
  class	
  ac=vity	
  
–  Enhance	
  in-­‐class	
  par=cipa=on	
  
	
  
•  Students	
  earn	
  “mulligan	
  s=ckers”	
  to	
  be	
  used	
  on	
  
tests.	
  	
  
–  Answering	
  ques=ons	
  in	
  class,	
  presen=ng	
  ideas,	
  etc	
  
	
  
•  Mulligan	
  days	
  are	
  random,	
  not	
  every	
  day	
  
h+p://www.facultyfocus.com/ar=cles/teaching-­‐and-­‐learning/using-­‐mulligans-­‐enhance-­‐student-­‐par=cipa=on-­‐reduce-­‐text-­‐anxiety	
  
Fantasy	
  Theme	
  
•  Course	
  long	
  narra=ve	
  
	
  
•  Students	
  assigned	
  ranks	
  
	
  
•  Professor	
  embraces	
  a	
  persona	
  
Wrap-­‐up	
  
Wrap-­‐up	
  
•  Gamified	
  ac=vi=es	
  must	
  be	
  student	
  centered	
  
	
  
•  Focused	
  on	
  student	
  mo=va=on	
  
–  Rewards	
  must	
  be	
  relevant	
  and	
  internalized	
  
	
  
•  Games	
  need:	
  
–  Clear	
  goals,	
  safe	
  environment,	
  feedback,	
  and	
  problem	
  
solving	
  	
  	
  
Ques+ons?	
  Thoughts?	
  
Thank	
  you!	
  
	
  
jsg6@buffalo.edu	
  
Thank You!
Join the SUNY Learning Commons
http:///commons.suny.edu for access to the COTE Community group to continue the
conversation!
View a Recording of today’s Fellow Chat:
http://bit.ly/COTEfellowchatRECORDING
View the COTE NOTE:
http://bit.ly/1cJID1p
Become an Open SUNY Fellow:
http://bit.ly/11l6Khe
Submit a Proposal:
http://bit.ly/COTEproposal

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Gamification in the Classroom

  • 2. Community of Practice 1   2   Learn  More:   h+p://commons.suny.edu/ cote/     Join:   h+p://commons.suny.edu/ cote/fellowship-­‐ expecta=ons/     3   Submit  a  Proposal:     h+p://bit.ly/COTEproposal    
  • 3. Jeremiah Grabowski Open SUNY Fellow Role: Expert  Instruc=onal  Designer   Topic: Gamifica=on  in  the  Classroom   Theme: Emerging  Learning  Environments COTE NOTE: http://bit.ly/1cJID1p
  • 4. Gamifica+on  in  the  Classroom   Jeremiah  Grabowski   School  of  Public  Health  and  Health  Professions  
  • 5. Do  you  have  a  favorite  game?   •  Take  a  minute  to  think  of  your  favorite  game   •  Write  it  down  in  the  chat  window  
  • 6. Does  anyone  want  to  share?   •  Anyone  care  to  share  their  favorite  game,  and   what  it  is  about  the  game  that  keeps  you   interested?   •  Please  raise  hand  if  you  want  to  share  
  • 7. Presenta+on  Objec+ves   By  the  end  of  the  presenta=on  you  will  be  able  to:   •  Iden=fy  the  principle  characteris=cs  of  games  and  gamifica=on       •  Discuss  how  gamifica=on  principles  can  be  integrated  into   educa=on     •  Apply  Gamifica=on  principles  to  learning  seRngs  
  • 8. Gamifica+on  Ac+vi+es   Need  to  be  student-­‐centered   Meaningful  gamifica=on  is  the   integra=on  of  user-­‐centered  game   design  elements  into  non-­‐game   contexts   Nicholson,  S.  (2012).  A  user-­‐centered  theore=cal  framework  for  meaningful  gamifica=on.  Games+  Learning +  Society,  8.    
  • 9. Assess  student  needs   prior  to  deciding  on   your  method   (gamifica=on).  
  • 10. What  is  Gamifica+on?   Defini+on   “Gamifica=on”  is  the   use  of  game  design   elements  in  non-­‐game   contexts.     Deterding,  S.,  Dixon,  D.,  Khaled,  R.,  &  Nacke,  L.  (2011,  September).   From  game  design  elements  to  gamefulness:  defining  gamifica=on.   In  Proceedings  of  the  15th  Interna=onal  Academic  MindTrek   Conference:  Envisioning  Future  Media  Environments  (pp.  9-­‐15).   ACM.  
  • 11. Games  vs.  Play?   Games   •  Confined  within  a  space   •  Set  rules   Play   •  Open-­‐ended   •  No  rules    
  • 12. Situa+ng  Gamifica+on                           Deterding,  S.,  Dixon,  D.,  Khaled,  R.,  &   Nacke,  L.  (2011,  September).  From  game   design  elements  to  gamefulness:  defining   gamifica=on.  In  Proceedings  of  the  15th   Interna=onal  Academic  MindTrek   Conference:  Envisioning  Future  Media   Environments  (pp.  9-­‐15).  ACM.  
  • 13. Why  do  we  play  games?     Why  are  games  so   addic+ve?  
  • 14.
  • 15. Types  of  Mo+va+on   Intrinsic   •  Natural  inclina=on  toward   –  Assimila=on   –  Mastery   –  spontaneous  interest   –  Explora=on   Extrinsic   •  Driven  by  external  rewards   –  Money   –  Grades   –  Awards   The  underlying  concept  of  gamifica+on  is  mo+va+on      
  • 16. Mo+va+onal  Trigger  Factors   Intrinsic   •  Challenge   •  Curiosity   •  Control   •  Fantasy   Extrinsic   •  Points   •  Progress  meters   •  Badges   •  “Leveling  up”   Malone  &  Lepper  (1987)  as  cited  in  APOSTOL,  S.,  ZAHARESCU,  L.,  &  ALEXE,  I.  (2013).  GAMIFICATION  OF   LEARNING  AND  EDUCATIONAL  GAMES.  eLearning  &  So;ware  for  Educa>on,  (2).  
  • 17. Game  Features   *think  about  how  these  relate  to   your  courses*  
  • 18. Rules   •  Clearly  stated  for  all   •  Know  what  to  expect   •  Create  structure  for  the   ac=vity  
  • 19. Goals  and  Clear  Outcome   •  Having  a  clear  goal  allows  players  to  create   strategies,  and  monitor  their  progress     •  At  the  end  of  the  game  they  know  if  they  won   or  lost  
  • 20. Feedback  and  Rewards   •  Player  receives  feedback  on  their  progress   •  Rapid  feedback  cycles   •  Repeated  experimenta=on   •  Feedback  keeps  them     engaged  and  mo=vated  
  • 21. Problem  Solving   •  Problems  are  usually   just  challenging  enough   to  keep  player   mo=vated   •  Scaffolding    
  • 22. Importance  of  Flow                                   Csikszentmihalyi,  M.,  &  Csikzentmihaly,  M.  (1991).  Flow:  The  psychology  of  op>mal  experience  (Vol.  41).  New  York:   HarperPerennial.   Difficulty   Boredom   Anxiety   Player  Ability  
  • 23. Story   •  Games  usually  tell  a  story   •  Draws  the  player  into  the   game   •  Generate  emo=ons   (posi=ve  and  nega=ve)  
  • 24. Players   •  One  or  more  players   •  Collabora=ve  or   compe==ve    
  • 25. Safe  Environment   •  Games  provide  a  safe  environment  to  experiment   without  fear  of  failure   •  Encouraged  to  try  various  strategies   •  Allows  students  to  take  on  new  roles,  social   credibility  
  • 28. Game  Elements   •  Serious  games  describe  full-­‐fledged  game   design   •  Gamified  applica=ons  only  incorporate   elements  of  games  
  • 29. Levels  of  Game  Design  Elements   Level   Example   Interface  design  pa+erns   Badge,  leaderboard,  level   Design  pa+erns  and  mechanics   Time  constraint,  limited  resources,  turns   Design  principles  and  heuris=cs   Enduring  play,  clear  goals,  variety  of  game  styles   Models   Challenge,  fantasy,  curiosity   Design  methods   Playtes=ng,  playcentric  design   Deterding,  S.,  Dixon,  D.,  Khaled,  R.,  &  Nacke,  L.  (2011,  September).    
  • 31. Gamifica+on  Ac+vi+es   Need  to  be  student-­‐centered     Meaningful  gamifica=on  is  the   integra=on  of  user-­‐centered  game   design  elements  into  non-­‐game   contexts   Nicholson,  S.  (2012).  A  user-­‐centered  theore=cal  framework  for  meaningful  gamifica=on.  Games+  Learning +  Society,  8.    
  • 32. Ques+ons  to  Ask?   •  For  every  decision  in   the  process  we  need  to   ask:   “How  does  this         benefit  the     student?”  
  • 33. What  is  student  centered?   Meaningful  Gamifica+on   •  Student-­‐centered  design   •  Rewards  are  related  to  the   ac=vity  and  student   mo=va=on   •  Creates  a  posi=ve  impression   which  leads  to  long-­‐term   benefit   Meaningless  Gamifica+on   •  Organiza=on  (professor)  centered   design   •  Points  and  levels  which  lead  to   external  rewards  not  related  to   ac=vity   •  Not  concerned  with  the  long-­‐ term  benefits  of  gamifica=on  on   the  student  
  • 35. Point  accumula+on     Standard  ac=vi=es   100  points   Op=onal    ac=vi=es   15  points   Total:   115  possible  points   Required  ac=vi=es   45  points   Op=onal    ac=vi=es   70  points   Total:   115  possible  points   Two  examples  of  point  accumula=on   Example  A                                                                Example  B  
  • 36. “Mulligans”   •  In  class  ac=vity   –  Enhance  in-­‐class  par=cipa=on     •  Students  earn  “mulligan  s=ckers”  to  be  used  on   tests.     –  Answering  ques=ons  in  class,  presen=ng  ideas,  etc     •  Mulligan  days  are  random,  not  every  day   h+p://www.facultyfocus.com/ar=cles/teaching-­‐and-­‐learning/using-­‐mulligans-­‐enhance-­‐student-­‐par=cipa=on-­‐reduce-­‐text-­‐anxiety  
  • 37. Fantasy  Theme   •  Course  long  narra=ve     •  Students  assigned  ranks     •  Professor  embraces  a  persona  
  • 39. Wrap-­‐up   •  Gamified  ac=vi=es  must  be  student  centered     •  Focused  on  student  mo=va=on   –  Rewards  must  be  relevant  and  internalized     •  Games  need:   –  Clear  goals,  safe  environment,  feedback,  and  problem   solving      
  • 40. Ques+ons?  Thoughts?   Thank  you!     jsg6@buffalo.edu  
  • 41. Thank You! Join the SUNY Learning Commons http:///commons.suny.edu for access to the COTE Community group to continue the conversation! View a Recording of today’s Fellow Chat: http://bit.ly/COTEfellowchatRECORDING View the COTE NOTE: http://bit.ly/1cJID1p Become an Open SUNY Fellow: http://bit.ly/11l6Khe Submit a Proposal: http://bit.ly/COTEproposal