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Gamification:
How to Gamify Learning and Instruction
PART 2

Katrin Becker
Introductions
1. Who Am I
2. What AM I Playing Now?
Part 1: What's All the Buzz?
1. What is Gamification?
2. An Inadvertent Con?
3. Gamification is NOT New
4. What IS New?
5. Designing Instruction to be Playful
6. Do's & Don'ts
Part 2: Case Study
1. Baby Steps: Gamification on a Small Scale
2. Increasing the Stakes
3. Going All the Way: The Current Experiment
4. Jumping the Gun - Early Conclusions
Part 3: De-Briefing
Further Resources

Overview
21/01/2014

ACCP-CAID Gamification Master Class

2

© 2013 K.Becker
Part 2: Case Study
Gamification of Typical Courses
21/01/2014

ACCP-CAID Gamification Master Class

3

© 2013 K.Becker
Background:
• Master's level education course (U of C)
• Proposed, designed, implemented 2005
• Also taught 2006, 2007
• All F2F
• Previous report on original course (BJET)
• Traditional design
◦
◦
◦

Readings, discussion
Project (design a game or lesson that uses a
game)
Research paper

Inception
Part 2: Case Study

21/01/2014

ACCP-CAID Gamification Master Class

4

© 2013 K.Becker
20% Gamified:
• 25% Lesson Design
• 15% Peer Review of Lesson Design
• 25% High Concept Game Design
• 15% Peer Review of High Concept Game Design

• 20%

The DGBL Game

Total possible XP:
• 470
Class Ave XP:
• 231
Range:
• 134 – 333
% over 100%
• 32% (7/22, + 3 near 100%)

Baby Steps: Gamification on a Small Scale
Part 2: Case Study

21/01/2014

ACCP-CAID Gamification Master Class

5

© 2013 K.Becker
50% Gamified:
• 25% Lesson Design
• 25% High Concept Game Design

• 50% The DGBL Game
Total XP possible:
• 1000

Increasing the Stakes
Part 2: Case Study

21/01/2014

ACCP-CAID Gamification Master Class

6

© 2013 K.Becker
50% Gamified:
• 25% Lesson Design
• 25% High Concept Game Design



Class Ave:




• 50% The DGBL Game

Range:


Total XP possible:



• 1000

537
380 - 650

% over 100%:


70% (9/13)

XP Req'd
for
Perfect
Score:
500

Progression of Earned XP on Gamified Portion ONLY

Playing Along
Part 2: Case Study

21/01/2014

ACCP-CAID Gamification Master Class

7

© 2013 K.Becker
COMP 1103: Introduction to Computers
non-majors; 1st year course
required for some programs
science option
broad range of backgrounds

"Traditional"
student experience:
◦
◦
◦
◦

55% first year
25% second year
13% third year
7% fourth

◦
◦
◦
◦

"Gamified"
 student experience:










55% open studies
15% business
10% science
rest is various arts programs
or diplomas

student interest:



55% first year
25% second year
15% third year
5% fourth

30% open studies
30% business
20% science
rest is various arts programs or
diplomas

student interest:

Going All the Way: The Current Experiment
Part 2: Case Study

21/01/2014

ACCP-CAID Gamification Master Class

8

© 2013 K.Becker
Support
• Requires considerable "on-boarding".
Structure
• Too little structure for some.
• Learners have greater control over their own learning.
• Learners felt ownership of their own learning.
Competition
• Motivating for some.
• Discouraging for others.
Assessment
• Fast grading turn-around essential.
• Tendency to grade quantitatively.
◦ Simple grading schemes.
◦ Practical mechanisms for meaningful feedback.

Jumping the Gun - Early Conclusions
Part 2: Case Study

21/01/2014

ACCP-CAID Gamification Master Class

9

© 2013 K.Becker

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Gamification how to gamify learning and instruction, part 2 (of 3)

  • 1. Gamification: How to Gamify Learning and Instruction PART 2 Katrin Becker
  • 2. Introductions 1. Who Am I 2. What AM I Playing Now? Part 1: What's All the Buzz? 1. What is Gamification? 2. An Inadvertent Con? 3. Gamification is NOT New 4. What IS New? 5. Designing Instruction to be Playful 6. Do's & Don'ts Part 2: Case Study 1. Baby Steps: Gamification on a Small Scale 2. Increasing the Stakes 3. Going All the Way: The Current Experiment 4. Jumping the Gun - Early Conclusions Part 3: De-Briefing Further Resources Overview 21/01/2014 ACCP-CAID Gamification Master Class 2 © 2013 K.Becker
  • 3. Part 2: Case Study Gamification of Typical Courses 21/01/2014 ACCP-CAID Gamification Master Class 3 © 2013 K.Becker
  • 4. Background: • Master's level education course (U of C) • Proposed, designed, implemented 2005 • Also taught 2006, 2007 • All F2F • Previous report on original course (BJET) • Traditional design ◦ ◦ ◦ Readings, discussion Project (design a game or lesson that uses a game) Research paper Inception Part 2: Case Study 21/01/2014 ACCP-CAID Gamification Master Class 4 © 2013 K.Becker
  • 5. 20% Gamified: • 25% Lesson Design • 15% Peer Review of Lesson Design • 25% High Concept Game Design • 15% Peer Review of High Concept Game Design • 20% The DGBL Game Total possible XP: • 470 Class Ave XP: • 231 Range: • 134 – 333 % over 100% • 32% (7/22, + 3 near 100%) Baby Steps: Gamification on a Small Scale Part 2: Case Study 21/01/2014 ACCP-CAID Gamification Master Class 5 © 2013 K.Becker
  • 6. 50% Gamified: • 25% Lesson Design • 25% High Concept Game Design • 50% The DGBL Game Total XP possible: • 1000 Increasing the Stakes Part 2: Case Study 21/01/2014 ACCP-CAID Gamification Master Class 6 © 2013 K.Becker
  • 7. 50% Gamified: • 25% Lesson Design • 25% High Concept Game Design  Class Ave:   • 50% The DGBL Game Range:  Total XP possible:  • 1000 537 380 - 650 % over 100%:  70% (9/13) XP Req'd for Perfect Score: 500 Progression of Earned XP on Gamified Portion ONLY Playing Along Part 2: Case Study 21/01/2014 ACCP-CAID Gamification Master Class 7 © 2013 K.Becker
  • 8. COMP 1103: Introduction to Computers non-majors; 1st year course required for some programs science option broad range of backgrounds "Traditional" student experience: ◦ ◦ ◦ ◦ 55% first year 25% second year 13% third year 7% fourth ◦ ◦ ◦ ◦ "Gamified"  student experience:         55% open studies 15% business 10% science rest is various arts programs or diplomas student interest:  55% first year 25% second year 15% third year 5% fourth 30% open studies 30% business 20% science rest is various arts programs or diplomas student interest: Going All the Way: The Current Experiment Part 2: Case Study 21/01/2014 ACCP-CAID Gamification Master Class 8 © 2013 K.Becker
  • 9. Support • Requires considerable "on-boarding". Structure • Too little structure for some. • Learners have greater control over their own learning. • Learners felt ownership of their own learning. Competition • Motivating for some. • Discouraging for others. Assessment • Fast grading turn-around essential. • Tendency to grade quantitatively. ◦ Simple grading schemes. ◦ Practical mechanisms for meaningful feedback. Jumping the Gun - Early Conclusions Part 2: Case Study 21/01/2014 ACCP-CAID Gamification Master Class 9 © 2013 K.Becker