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CREATING HEROES AND
 SAVING THE WORLD
    Aaron Perrell - WyoDLC.org
GAMIFYING
CLASSROOMS
“THE OPPOSITE OF PLAY ISN’T
WORK. IT’S DEPRESSION.”
        - Brian Sutton-Smith
WHAT ARE GAMES?

When you strip away the genre differences and
 the technological complexities, all games share
four defining traits: a goal, rules, a feedback
  system, and voluntary participation.
THE BUILDING BLOCKS
• Story   or Narrative        • Eustress

• Character   identification   • Rewards&
                               Feedback
• Challenges
                              • Replayability
• Choice
                              • Multiplayer?
• Immersion
CHARACTER IDENTIFICATION

     Who are your students?

     Heroes or recipients.
       Halo         School
CHALLENGES

Challenges are not simply tests.

   Even if tests are challenging.
CHOICE

       Choice → Personalization

     Personalization → Ownership

Ownership → Motivation / Intrinsic Value

         Motivation → Success
IMMERSION

 Immersive learning is nothing new

         (parlez vous francais?)

Using a mediated game should create
   Situated Apprenticeship
SITUATED APPRENTICESHIP


    An environment that educates.

Games put players in a world that guides them.
REWARDS
FEEDBACK

Gamers don't ask "am I winning?"

Students often ask "am I passing?"
REPLAYABILITY
          “Can I write another midterm?

            - Kid in my class (no, for reals)

  Good game environments have value beyond
completion: reset buttons, multiplayer & extra 'lives'.
MULTIPLAYER?

     In games it’s called Multiplayer

In the real world it’s called Collaboration

      In school it’s called Cheating
OK, SO WHAT DO WE DO?

     Play the game(s) of life!

  You wouldn't buy a book from an
     author who doesn't read...
HTTP://WWW.CHOREWARS.COM
       http://bit.ly/Classwars
HTTP://EMAILGA.ME

         *Requires GMail

(which you should be using anyway)
THE REAL WORLD
 1. Build a Gamified lesson.

 2. Build a Gamified course

 3. ???

 4. Profit!
AARON PERRELL

                  @DrPeril
   (office hours when I’m not fighting Batman)

          Aaron@WyoDLC.Org

Please write me, let’s keep talking about
         Gamification!

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Gamification: Creating Heroes and Saving the World

  • 1. CREATING HEROES AND SAVING THE WORLD Aaron Perrell - WyoDLC.org
  • 3. “THE OPPOSITE OF PLAY ISN’T WORK. IT’S DEPRESSION.” - Brian Sutton-Smith
  • 4. WHAT ARE GAMES? When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation.
  • 5. THE BUILDING BLOCKS • Story or Narrative • Eustress • Character identification • Rewards& Feedback • Challenges • Replayability • Choice • Multiplayer? • Immersion
  • 6. CHARACTER IDENTIFICATION Who are your students? Heroes or recipients. Halo School
  • 7. CHALLENGES Challenges are not simply tests. Even if tests are challenging.
  • 8. CHOICE Choice → Personalization Personalization → Ownership Ownership → Motivation / Intrinsic Value Motivation → Success
  • 9. IMMERSION Immersive learning is nothing new (parlez vous francais?) Using a mediated game should create Situated Apprenticeship
  • 10. SITUATED APPRENTICESHIP An environment that educates. Games put players in a world that guides them.
  • 12. FEEDBACK Gamers don't ask "am I winning?" Students often ask "am I passing?"
  • 13. REPLAYABILITY “Can I write another midterm? - Kid in my class (no, for reals) Good game environments have value beyond completion: reset buttons, multiplayer & extra 'lives'.
  • 14. MULTIPLAYER? In games it’s called Multiplayer In the real world it’s called Collaboration In school it’s called Cheating
  • 15. OK, SO WHAT DO WE DO? Play the game(s) of life! You wouldn't buy a book from an author who doesn't read...
  • 16. HTTP://WWW.CHOREWARS.COM http://bit.ly/Classwars
  • 17. HTTP://EMAILGA.ME *Requires GMail (which you should be using anyway)
  • 18. THE REAL WORLD 1. Build a Gamified lesson. 2. Build a Gamified course 3. ??? 4. Profit!
  • 19. AARON PERRELL @DrPeril (office hours when I’m not fighting Batman) Aaron@WyoDLC.Org Please write me, let’s keep talking about Gamification!

Hinweis der Redaktion

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  5. When we’re depressed, according to the clinical definition:\n\nwe suffer from two things:\na pessimistic sense of inadequacy and a despondent lack of activity. \n\nTo fix: an optimistic sense of our own capabilities and an invigorating rush of activity. \n\nThere’s no clinical psychological term that describes this positive condition. But it’s a perfect description of the emotional state of gameplay. \nA game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.\n
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  10. Remember: challenges are unnecessary and voluntary\nWe all need to do hard work to feel challenged, and thereby more successful\n
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  14. We have stress at work and school, projects and goals\nWe go home and create stress for ourselves:\n Saving the world is no small task!\n Neither is refinishing the kitchen...\nThe body is energized, the mind sharp and focused\nGood Stress!\n
  15. X-BOX has achievements\nGame Center has badges\nMMOs have unique items\nSchool has... the lack of negative consequences...\n (We don’t even give gold stars anymore!)\n
  16. Immediate feedback is key to engrossing learning\nGamers don’t ask “Am I winning?”\nA key element of gamification is being able to offer immediate, or nearly immediate, feedback - good or bad!\nComputers are good at this, use your LMS! \n
  17. \n
  18. Group work isn’t collaboration\nGood multiplayer modes make teams, or allow players to have a friendly competition!\n
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