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Finding the Fun:
Gameful Design of Classroom Goal Structures
for Motivating Student Performance
Robert W. Songer
Miyata Lab
School of Knowledge Science
Japan Advanced Institute of Science and Technology
Master’s Defense given on August 19, 2015
Full text paper with references available at https://dspace.jaist.ac.jp/dspace/handle/10119/12938
http://www.mrtoledano.com/gamers 2
Gamers
Background
Game-Based Learning
• The use of full games in educational contexts
Gamification
• The use of game design elements in non-game contexts
(Deterding, Dixon, Haled, & Nacke, 2011)
Gameful Design
• The application of game design principles for game-like experiences
3
Background – Game-Based Learning
(Garris, Ahlers, & Driskell, 2002) 4
Background
Gamification
• Reward-oriented
• Organization-centered
• Pattern-bound
Gameful Design
• Skill-oriented
• User-centered
• Meaning-bound
http://maidrunner.blogspot.jp
5
http://www.superbetter.com
Background – Problems
Full games create separate social and psychological contexts
• Knowledge transfer decreases with greater differences in contexts
(Klahr & Chen, 2011)
Extrinsic rewards undermine intrinsic motivation
• Game rewards distract from personal goals (Deci, Koestner, & Ryan, 1999)
Efficacy of gamification relies on the context and the individual
• Must balance a playful mindset with goals (Hamari, Koivisto, & Sarsa, 2014)
6
Aim
Identify key elements of game design that support the motivation and
performance of learners and can be applied to classroom activities.
Method:
1. Review literature in philosophy, psychology, & anthropology
2. Study 1 – Identify elements of a playful context vs. enjoyment
3. Study 2 – Find relationships between individual traits and outcomes
7
The Playful Affordances Model
For evaluating the connection of
playful action with experience
Four dimensions:
1. Agon “Contest”
2. Alea “Chance”
3. Mimicry “Imagination”
4. Ilinx “Vertigo”
(Caillios, 1961)
8
(Songer & Miyata, 2014)
Study 1: Playful Affordances
Singaporean students (n = 12) and Japanese students (n = 24)
played a business negotiations game in English and
answered a survey about their actions and experiences.
Survey items included:
• Anticipated enjoyment
• Actual enjoyment
• Engagement in contest, exploration, imagination, sensation
• Experiences of challenge, discovery, creativity, arousal
9
THE商社
The Shosha
http://www.projectdesign.co.jp/the-shosha
Project
Card
Resource
Card
Funds
Cash
Assets
Study 1: Results for Enjoyment
SG
r(10)
JP
r(22)
C1
r(7)
C2
r(15)
C3
r(8)
P
r(34)
Challenge 0.64 0.47* 0.30 0.10 0.17 0.39*
Discovery 0.66* 0.62* 0.72* 0.54* 0.86* 0.64*
Creativity 0.02 0.59* 0.10 0.59* 0.27 0.50*
Arousal 0.69* 0.72* 0.85* 0.24 0.88* 0.70*
Achievement 0.66* 0.59* 0.21 0.06 0.81* 0.60*
Curiosity 0.32 0.57* 0.67* 0.50* 0.67* 0.53*
Fantasy 0.52 0.40 0.64 0.31 0.53 0.44*
Thrill 0.82* 0.66* 0.78* 0.58* 0.79* 0.72*
10*p < .05
Correlation of actual enjoyment to playful experiences. SG (Singaporean students), JP
(Japanese students), C1 (Cohort 1), C2 (Cohort 2), C3 (Cohort 3), P (Population whole)
Study 1: Results for the Model
SG
r(10)
JP
r(22)
C1
r(7)
C2
r(15)
C3
r(8)
P
r(34)
Challenge/Achievement -0.58* 0.71* 0.81* 0.47 0.60 0.54*
Challenge/Contest 0.00 0.76* -0.12 0.51* 0.64* 0.44*
Discovery/Curiosity 0.45 0.57* 0.27 0.61* 0.81* 0.56*
Discovery/Exploration -0.15 0.10 -0.08 0.42 -0.27 0.12
Creativity/Fantasy 0.40 0.60* 0.15 0.66* 0.45 0.49*
Creativity/Imagination -0.01 0.22 -0.10 0.11 0.85* 0.27
Arousal/Thrill 0.89* 0.81* 0.73* 0.66* 0.97* 0.81*
Arousal/Sensation 0.67* 0.86* 0.84* 0.75* 0.78* 0.78*
11
Correlation of items within the same dimension of the Playful Affordances Model. SG (Singaporean
students), JP (Japanese students), C1 (Cohort 1), C2 (Cohort 2), C3 (Cohort 3), P (Population whole)
*p < .05
Study 2: Skill Growth
Japanese students used a gamified feedback
online tool in an English presentation course
and an English conversation course.
Presentation:
• Control (n = 17)
• Skill Bars (n = 15)
Conversation:
• Control – Intermediate ability (n = 12)
• Skill Bars – High (n = 19) and low (n = 10)
12
Study 2: Skill Bars Add-On
13
Update Page (Teacher) Profile Page (Student)
Study 2: Survey Items
Pretest Survey
Interest in English
Effort & Persistence
Self-Efficacy for English
Instrumental Motivation
Self-Concept
Positive & Negative Affect
Posttest Survey
Interest in English
Effort & Persistence
Self-Efficacy for English
Dispositional Flow
14
Study 2: Data Analysis
Differences between groups
• Standardized mean difference
(Cohen’s d)
Pre-post matched scores
• Raw mean difference D
• Cohen’s d
15
𝑑 =
𝑀1 − 𝑀2
𝑆𝐷 𝑝𝑜𝑜𝑙
𝑆𝐷 𝑤𝑖𝑡ℎ𝑖𝑛 =
𝑆𝐷 𝑑𝑖𝑓𝑓
2 1 − 𝑟
16
CG (Clear Goals), UF (Unambiguous Feedback), CB (Challenge-Skill Balance), AM (Action-Awareness Merging), TC (Total
Concentration), SL (Sense of Control), LS (Loss of Self-Consciousness), TT (Transformation of Time), AE (Autotelic Experience)
* significant difference between control and skill bars as per Student’s t-Test (p < .05)
17
Cohort 1 – Large negative difference (D < -0.69) Cohort 2 – Small negative difference (D = -0.69 to 0.11)
Cohort 3 – Small positive difference (D = 0.11 to 0.92) Cohort 4 – Large positive difference (D > 0.92)
Study 2: Results for Presentation Class
Control Group
• Higher instrumental motivation:
d = 0.67
• Greater flow experiences:
d = 0.77
• Larger gains in self-efficacy and
effort & persistence
Skill Bars Group
• Lower positive affect:
d = -0.30
• Higher negative affect:
d = 0.50
• Larger gains in interest
correlated with flow:
r(13) = 0.53, p = .04
18
19
CG (Clear Goals), UF (Unambiguous Feedback), CB (Challenge-Skill Balance), AM (Action-Awareness Merging), TC (Total
Concentration), SL (Sense of Control), LS (Loss of Self-Consciousness), TT (Transformation of Time), AE (Autotelic Experience)
* significant difference between control and skill bars as per Student’s t-Test (p < .05)
† significant difference between low and high ability groups as per Student’s t-Test (p < .05)
20
Cohort 1 – Large negative difference (D < -0.84) Cohort 2 – Small negative difference (D = -0.84 to 0.11)
Cohort 3 – Small positive difference (D = 0.11 to 1.05) Cohort 4 – Large positive difference (D > 1.05)
Study 2: Results for Conversation Class
Control Group
• Least frequent flow experiences:
d = -0.42
• Only drop in self-efficacy:
d = -0.65
• Large gain in interest, unrelated
to measured variables
Skill Bars Groups
• Higher scores for clear goals and
unambiguous feedback
• Greatest flow experiences in the
high ability group: d = 0.30
• Large gain in self-efficacy for
high ability group: d = 0.49
21
Conclusions
Study 1
• Enjoyment of a game activity
designed with limited resources,
timed phases, and competition/
cooperation was related to
experiences of thrill, arousal, and
discovery
Study 2
• Gamified elements may support
flow for students with varying
relationships to affect and ability
• Experiences of flow may be
linked to changes in self-efficacy
22
Gameful design elements can satisfy psychological needs through the
promotion of a playful mindset and experiences of flow
Literature Review
Related Publications
24
Songer, R. W., & Miyata, K. (in press). A Playful Affordances Approach to the Design of Gameful
Learning. International Journal of Engineering Education: Special Issue on Gamification in
Engineering Education.
Songer, R. W., & Miyata, K. (2014). A Playful Affordances Model for Gameful Learning.
Proceedings of the Second International Conference on Technological Ecosystems for Enhancing
Multiculturality. Salamanca, Spain: ACM.
Songer, R. W., & Miyata, K. (2014, March). Empowering Students with Gamified Learning
Experiences. Poster session presented at The 6th International Symposium on Digital
Technologies in Foreign Language Learning, Kyoto.

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Finding the Fun: Gameful Design of Classroom Goal Structures for Motivating Student Performance

  • 1. Finding the Fun: Gameful Design of Classroom Goal Structures for Motivating Student Performance Robert W. Songer Miyata Lab School of Knowledge Science Japan Advanced Institute of Science and Technology Master’s Defense given on August 19, 2015 Full text paper with references available at https://dspace.jaist.ac.jp/dspace/handle/10119/12938
  • 3. Background Game-Based Learning • The use of full games in educational contexts Gamification • The use of game design elements in non-game contexts (Deterding, Dixon, Haled, & Nacke, 2011) Gameful Design • The application of game design principles for game-like experiences 3
  • 4. Background – Game-Based Learning (Garris, Ahlers, & Driskell, 2002) 4
  • 5. Background Gamification • Reward-oriented • Organization-centered • Pattern-bound Gameful Design • Skill-oriented • User-centered • Meaning-bound http://maidrunner.blogspot.jp 5 http://www.superbetter.com
  • 6. Background – Problems Full games create separate social and psychological contexts • Knowledge transfer decreases with greater differences in contexts (Klahr & Chen, 2011) Extrinsic rewards undermine intrinsic motivation • Game rewards distract from personal goals (Deci, Koestner, & Ryan, 1999) Efficacy of gamification relies on the context and the individual • Must balance a playful mindset with goals (Hamari, Koivisto, & Sarsa, 2014) 6
  • 7. Aim Identify key elements of game design that support the motivation and performance of learners and can be applied to classroom activities. Method: 1. Review literature in philosophy, psychology, & anthropology 2. Study 1 – Identify elements of a playful context vs. enjoyment 3. Study 2 – Find relationships between individual traits and outcomes 7
  • 8. The Playful Affordances Model For evaluating the connection of playful action with experience Four dimensions: 1. Agon “Contest” 2. Alea “Chance” 3. Mimicry “Imagination” 4. Ilinx “Vertigo” (Caillios, 1961) 8 (Songer & Miyata, 2014)
  • 9. Study 1: Playful Affordances Singaporean students (n = 12) and Japanese students (n = 24) played a business negotiations game in English and answered a survey about their actions and experiences. Survey items included: • Anticipated enjoyment • Actual enjoyment • Engagement in contest, exploration, imagination, sensation • Experiences of challenge, discovery, creativity, arousal 9 THE商社 The Shosha http://www.projectdesign.co.jp/the-shosha Project Card Resource Card Funds Cash Assets
  • 10. Study 1: Results for Enjoyment SG r(10) JP r(22) C1 r(7) C2 r(15) C3 r(8) P r(34) Challenge 0.64 0.47* 0.30 0.10 0.17 0.39* Discovery 0.66* 0.62* 0.72* 0.54* 0.86* 0.64* Creativity 0.02 0.59* 0.10 0.59* 0.27 0.50* Arousal 0.69* 0.72* 0.85* 0.24 0.88* 0.70* Achievement 0.66* 0.59* 0.21 0.06 0.81* 0.60* Curiosity 0.32 0.57* 0.67* 0.50* 0.67* 0.53* Fantasy 0.52 0.40 0.64 0.31 0.53 0.44* Thrill 0.82* 0.66* 0.78* 0.58* 0.79* 0.72* 10*p < .05 Correlation of actual enjoyment to playful experiences. SG (Singaporean students), JP (Japanese students), C1 (Cohort 1), C2 (Cohort 2), C3 (Cohort 3), P (Population whole)
  • 11. Study 1: Results for the Model SG r(10) JP r(22) C1 r(7) C2 r(15) C3 r(8) P r(34) Challenge/Achievement -0.58* 0.71* 0.81* 0.47 0.60 0.54* Challenge/Contest 0.00 0.76* -0.12 0.51* 0.64* 0.44* Discovery/Curiosity 0.45 0.57* 0.27 0.61* 0.81* 0.56* Discovery/Exploration -0.15 0.10 -0.08 0.42 -0.27 0.12 Creativity/Fantasy 0.40 0.60* 0.15 0.66* 0.45 0.49* Creativity/Imagination -0.01 0.22 -0.10 0.11 0.85* 0.27 Arousal/Thrill 0.89* 0.81* 0.73* 0.66* 0.97* 0.81* Arousal/Sensation 0.67* 0.86* 0.84* 0.75* 0.78* 0.78* 11 Correlation of items within the same dimension of the Playful Affordances Model. SG (Singaporean students), JP (Japanese students), C1 (Cohort 1), C2 (Cohort 2), C3 (Cohort 3), P (Population whole) *p < .05
  • 12. Study 2: Skill Growth Japanese students used a gamified feedback online tool in an English presentation course and an English conversation course. Presentation: • Control (n = 17) • Skill Bars (n = 15) Conversation: • Control – Intermediate ability (n = 12) • Skill Bars – High (n = 19) and low (n = 10) 12
  • 13. Study 2: Skill Bars Add-On 13 Update Page (Teacher) Profile Page (Student)
  • 14. Study 2: Survey Items Pretest Survey Interest in English Effort & Persistence Self-Efficacy for English Instrumental Motivation Self-Concept Positive & Negative Affect Posttest Survey Interest in English Effort & Persistence Self-Efficacy for English Dispositional Flow 14
  • 15. Study 2: Data Analysis Differences between groups • Standardized mean difference (Cohen’s d) Pre-post matched scores • Raw mean difference D • Cohen’s d 15 𝑑 = 𝑀1 − 𝑀2 𝑆𝐷 𝑝𝑜𝑜𝑙 𝑆𝐷 𝑤𝑖𝑡ℎ𝑖𝑛 = 𝑆𝐷 𝑑𝑖𝑓𝑓 2 1 − 𝑟
  • 16. 16 CG (Clear Goals), UF (Unambiguous Feedback), CB (Challenge-Skill Balance), AM (Action-Awareness Merging), TC (Total Concentration), SL (Sense of Control), LS (Loss of Self-Consciousness), TT (Transformation of Time), AE (Autotelic Experience) * significant difference between control and skill bars as per Student’s t-Test (p < .05)
  • 17. 17 Cohort 1 – Large negative difference (D < -0.69) Cohort 2 – Small negative difference (D = -0.69 to 0.11) Cohort 3 – Small positive difference (D = 0.11 to 0.92) Cohort 4 – Large positive difference (D > 0.92)
  • 18. Study 2: Results for Presentation Class Control Group • Higher instrumental motivation: d = 0.67 • Greater flow experiences: d = 0.77 • Larger gains in self-efficacy and effort & persistence Skill Bars Group • Lower positive affect: d = -0.30 • Higher negative affect: d = 0.50 • Larger gains in interest correlated with flow: r(13) = 0.53, p = .04 18
  • 19. 19 CG (Clear Goals), UF (Unambiguous Feedback), CB (Challenge-Skill Balance), AM (Action-Awareness Merging), TC (Total Concentration), SL (Sense of Control), LS (Loss of Self-Consciousness), TT (Transformation of Time), AE (Autotelic Experience) * significant difference between control and skill bars as per Student’s t-Test (p < .05) † significant difference between low and high ability groups as per Student’s t-Test (p < .05)
  • 20. 20 Cohort 1 – Large negative difference (D < -0.84) Cohort 2 – Small negative difference (D = -0.84 to 0.11) Cohort 3 – Small positive difference (D = 0.11 to 1.05) Cohort 4 – Large positive difference (D > 1.05)
  • 21. Study 2: Results for Conversation Class Control Group • Least frequent flow experiences: d = -0.42 • Only drop in self-efficacy: d = -0.65 • Large gain in interest, unrelated to measured variables Skill Bars Groups • Higher scores for clear goals and unambiguous feedback • Greatest flow experiences in the high ability group: d = 0.30 • Large gain in self-efficacy for high ability group: d = 0.49 21
  • 22. Conclusions Study 1 • Enjoyment of a game activity designed with limited resources, timed phases, and competition/ cooperation was related to experiences of thrill, arousal, and discovery Study 2 • Gamified elements may support flow for students with varying relationships to affect and ability • Experiences of flow may be linked to changes in self-efficacy 22 Gameful design elements can satisfy psychological needs through the promotion of a playful mindset and experiences of flow Literature Review
  • 23. Related Publications 24 Songer, R. W., & Miyata, K. (in press). A Playful Affordances Approach to the Design of Gameful Learning. International Journal of Engineering Education: Special Issue on Gamification in Engineering Education. Songer, R. W., & Miyata, K. (2014). A Playful Affordances Model for Gameful Learning. Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality. Salamanca, Spain: ACM. Songer, R. W., & Miyata, K. (2014, March). Empowering Students with Gamified Learning Experiences. Poster session presented at The 6th International Symposium on Digital Technologies in Foreign Language Learning, Kyoto.

Hinweis der Redaktion

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  3. Emphasize the roles of each study.
  4. Give more detail on original model.
  5. Explain method of distribution into cohorts