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Gamification: Theory and Applications in the Liberal Arts
Benjamin Balak and Connor Neve (Rollins College, FL)
I see and I forget
I hear and I remember
I do and I understand
(Confucius)
● 1st generation gamer (1976: Star Trek on IBM 360)
● UNC-Chapel Hill: love of teaching + education tech
● Econ education is worse of the worse:
irrelevant, doctrinaire, boring, anti-experiential
● Solutions:
○ Content: HoT, methodological pluralism, heterodoxy
○ Form: teaching experiments, media, role-playing
● Rollins (2002): finally did my homework on pedagogy
10 years using computer games
● Reading Benjamin Bloom (1956):
○ Gaming industry uses sophisticated pedagogy
○ Schools don’t (not my kids nor my workplace)
● Learning by playing is not new:
○ Zoology, anthropology, psychology
○ Mind games: Socratic elenchus, debates
● Hierarchical opposition (Victorian?):
serious work / frivolous play
Overarching Insight:
● Key: the fun IS the learning
○ NOT learning delivered in a fun way
(edutainment)
○ learning in context:
■ Encyclopedic vs simulation (Zoo Tycoon)
■ Textbook = manual without the game (Gee)
● Hard to compete with almost $100 billion industry
○ Plenty of great games (I have a wish list!)
○ Not labor-replacing: teachers absolutely needed
○ Debriefing, modding/customization, guidance, ...
Educational or commercial games?
● Primarily Civilization (since v3 now at v5 + 2 expansions):
○ Over 200 discrete concept with multiple interconnections!
■ Lot’s of work by Kurt Squire
■ Games in Education: September 2013 Special Issue of
Transformations (esp Todd Bryant and Ed Webb)
■ Ed Webb’s Seminar: Games in Education: A Classroom
Perspective (Oct 17th, 2013)
● Also MMORPG: World of Warcraft (aka “g33k crack”)
○ Massive Multiplayer Online Role Playing Game
■ WoW in School
■ Foreign language potential: immersion (e.g.)
Which commercial games?
● 1st in economic history elective (freedom to
experiment)
● Ever since: Economics in Historical Perspectives
○ Rollins Economics Curriculum:
■ ECO 202: Starts with history (empirical)
■ ECO 203: Traditional “mic-mac” (theoretical)
■ ECO 204: Alternative Perspectives (method)
● Twice in freshman seminars:
Deus Ex Machina: Social Evolution in Virtual Worlds*
* the most pompous name for a course ever ;p
Which courses using games?
● See CIV General Comparative Analysis document
● A comparative analysis between:
○ Simulation processes and outcomes
○ Real world: history, institutions, processes, ...
● BTW: This is what is done in professional research
using simulation methodology (Santa Fe, complexity)
● Variations:
○ Write in epic prose (role-playing)
○ Group work encouraged
What do we actually do?
● Broad enthusiasm for history (say no more!)
● Reaching upper cognitive levels of learning (Bloom)
● Higher retention (Dale)
○ in subsequent major/minor courses
● Experience economic concepts
○ Personally (ownership)
○ Meaningfully (in context of decision making)
○ E.g.: consumption vs. investment
● Systemic and strategic sophistication
General Results:
Bloom’s Taxonomy (1956)
Edgar Dale’s Cone of Learning
● Hard to push students from the virtual world to the
real world (semantic spaces)
● Nevertheless:
○ Even students who resist develop high levels of
sophistication in the analysis of their game-word
● Effective only with good debriefing
○ Like any experiential learning
○ maybe why distance learning is generally awful?
○ Potential for gamification to contribute
However...
● CIV multiplayer (pilot this summer)
○ more intense use
○ in-class play (social epiphenomena)
● Other games: Expand use of MMORPGs
○ As social laboratories
○ Behavioral economics
○ Finance
● Simulation methodology: MMORPGs and Netlogo?
Further Developments
>>> Q&A
>>> Poll #1
Have you had any experience with using games or
simulations in education?
[] None
[] Some
[] Lots
[] I play games but not in education
Since last summer so 3rd iteration/generation (see syllabi):
1. Summer 2013:
● Economics, Media, and Propaganda
2. Fall 2013:
● Economics, Media, and Propaganda
● Deus Ex Machina: Social Evolution in Virtual Worlds (WoW)
3. Spring 2014:
● Economics in Historical Perspectives (CIV)
● Economics, Media, and Propaganda (now “Blended-Learning”)
● Senior Seminar in Economics (individual research capstone seminar)
To be definitely continued...
Gamifying the Entire Course
>>> Prezi
… over to you Connor
http://prezi.com/gyo9_kunzsdr/?utm_campaign=share&utm_medium=copy&rc=ex0share
● 3D GameLab (3dgamelab.com)
● 1st fully gamified LMS
● Individually affordable
● Thus possible for isolated faculty to try
http://portal.3dgamelab.org/
Learning Management System
● Like games but applicable to entire course
● Most student love it for the best reasons:
○ Flexibility:
■ Time and Space
■ Learning styles ← VERY important
○ Feedback: quick, specific, clear
○ Security:
■ Low risk--can resubmit until accepted
Preliminary Results
Technological change is not at moment of invention
● Change in social relations (social science)
● Change in the human experience (humanities)
Consider the steam engine: 100+ years from invention to wide adoption
● Desktops are “19th century clerical metaphors”
● From FB to mobile devices: interface design is gaming-driven
Games are leading tech innovation (under-recognized)
● Impacting social relations and the human experience (web2.0)
● Massive parallel processing of information (“dashboards”)
● Culture: most smart kids are avid gamers-- the new hochkultur
● of course there’s lots of junk; like when the novel was “invented”
The “Information Revolution” has just barely started
>>> Q&A
>>> Poll #2
Does any of this make sense?!
[] None
[] Some
[] Lots
[] In theory yes; but technology is being used as a
cost-cutting racket in education!
● Difficult without dedicated institutional support:
○ tech support
○ surprisingly tech-illiterate students
○ BUT: provide practical job-skills
● Solution:
○ Undergraduate TAs (Buffalo State)
○ Collaborative / Guild elements and quests
○ Active participation: “figure it out!”
● Working with students as co-researchers
The Political Economy of Gamification
● Difficult within a traditional institution’s system:
○ Experimental, evolutionary, and even anarchistic
pedagogical ethos (oh my!)
○ Grading structure
■ unfamiliar culture of trust and cooperation
■ flexibility pushes me to bottom of to-do list
○ Popularity: gamified courses draw students
○ Lack of economies of scale
Stay calm and give up control...
● Lots of bad blood in many (most?) institutions today
● Technology in education is caught between:
○ Administration rhetoric:
■ MOOCs, blended, flipped, …
■ Gimmicky? PR driven?
■ Labor and property rights?
○ Faculty intransigence:
■ Luddites? sticks-in-the-mud?
● Is it political, cultural, generational, irrational?
The battle lines are drawn!
Resistance IS very understandable:
● Most distance-learning IS awful
● Many worrisome developments in higher education
● Push to cost-cut and a sharp decline in the faculty
● Problem with ownership of the curriculum
> web2.0: public content → private profits
● Problem with monopolistic power
> MOOCs vs Distributed Open Collaborative Course
see Fem Tech Net + Shared Academics here.
A hard sell to many faculty
● Teachers must be in control of teaching (tech ethos)
● Winter is coming (faster than you think!)
● Gamification in particular:
○ Labor-ENHANCING not labor-REPLACING
○ Unlike:
■ traditional distance learning
■ MOOCs
■ even blended learning (to an extent)
On the other hand
We better grab the bull
by the horns or it will
grab us by the _____.
TYVM.
>>> Q&A

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NITLE Shared Academics - Gamification: Theory and Applications in the Liberal Arts

  • 1. Gamification: Theory and Applications in the Liberal Arts Benjamin Balak and Connor Neve (Rollins College, FL) I see and I forget I hear and I remember I do and I understand (Confucius)
  • 2. ● 1st generation gamer (1976: Star Trek on IBM 360) ● UNC-Chapel Hill: love of teaching + education tech ● Econ education is worse of the worse: irrelevant, doctrinaire, boring, anti-experiential ● Solutions: ○ Content: HoT, methodological pluralism, heterodoxy ○ Form: teaching experiments, media, role-playing ● Rollins (2002): finally did my homework on pedagogy 10 years using computer games
  • 3. ● Reading Benjamin Bloom (1956): ○ Gaming industry uses sophisticated pedagogy ○ Schools don’t (not my kids nor my workplace) ● Learning by playing is not new: ○ Zoology, anthropology, psychology ○ Mind games: Socratic elenchus, debates ● Hierarchical opposition (Victorian?): serious work / frivolous play Overarching Insight:
  • 4. ● Key: the fun IS the learning ○ NOT learning delivered in a fun way (edutainment) ○ learning in context: ■ Encyclopedic vs simulation (Zoo Tycoon) ■ Textbook = manual without the game (Gee) ● Hard to compete with almost $100 billion industry ○ Plenty of great games (I have a wish list!) ○ Not labor-replacing: teachers absolutely needed ○ Debriefing, modding/customization, guidance, ... Educational or commercial games?
  • 5. ● Primarily Civilization (since v3 now at v5 + 2 expansions): ○ Over 200 discrete concept with multiple interconnections! ■ Lot’s of work by Kurt Squire ■ Games in Education: September 2013 Special Issue of Transformations (esp Todd Bryant and Ed Webb) ■ Ed Webb’s Seminar: Games in Education: A Classroom Perspective (Oct 17th, 2013) ● Also MMORPG: World of Warcraft (aka “g33k crack”) ○ Massive Multiplayer Online Role Playing Game ■ WoW in School ■ Foreign language potential: immersion (e.g.) Which commercial games?
  • 6. ● 1st in economic history elective (freedom to experiment) ● Ever since: Economics in Historical Perspectives ○ Rollins Economics Curriculum: ■ ECO 202: Starts with history (empirical) ■ ECO 203: Traditional “mic-mac” (theoretical) ■ ECO 204: Alternative Perspectives (method) ● Twice in freshman seminars: Deus Ex Machina: Social Evolution in Virtual Worlds* * the most pompous name for a course ever ;p Which courses using games?
  • 7. ● See CIV General Comparative Analysis document ● A comparative analysis between: ○ Simulation processes and outcomes ○ Real world: history, institutions, processes, ... ● BTW: This is what is done in professional research using simulation methodology (Santa Fe, complexity) ● Variations: ○ Write in epic prose (role-playing) ○ Group work encouraged What do we actually do?
  • 8. ● Broad enthusiasm for history (say no more!) ● Reaching upper cognitive levels of learning (Bloom) ● Higher retention (Dale) ○ in subsequent major/minor courses ● Experience economic concepts ○ Personally (ownership) ○ Meaningfully (in context of decision making) ○ E.g.: consumption vs. investment ● Systemic and strategic sophistication General Results:
  • 10. Edgar Dale’s Cone of Learning
  • 11. ● Hard to push students from the virtual world to the real world (semantic spaces) ● Nevertheless: ○ Even students who resist develop high levels of sophistication in the analysis of their game-word ● Effective only with good debriefing ○ Like any experiential learning ○ maybe why distance learning is generally awful? ○ Potential for gamification to contribute However...
  • 12. ● CIV multiplayer (pilot this summer) ○ more intense use ○ in-class play (social epiphenomena) ● Other games: Expand use of MMORPGs ○ As social laboratories ○ Behavioral economics ○ Finance ● Simulation methodology: MMORPGs and Netlogo? Further Developments
  • 13. >>> Q&A >>> Poll #1 Have you had any experience with using games or simulations in education? [] None [] Some [] Lots [] I play games but not in education
  • 14. Since last summer so 3rd iteration/generation (see syllabi): 1. Summer 2013: ● Economics, Media, and Propaganda 2. Fall 2013: ● Economics, Media, and Propaganda ● Deus Ex Machina: Social Evolution in Virtual Worlds (WoW) 3. Spring 2014: ● Economics in Historical Perspectives (CIV) ● Economics, Media, and Propaganda (now “Blended-Learning”) ● Senior Seminar in Economics (individual research capstone seminar) To be definitely continued... Gamifying the Entire Course
  • 15. >>> Prezi … over to you Connor http://prezi.com/gyo9_kunzsdr/?utm_campaign=share&utm_medium=copy&rc=ex0share
  • 16. ● 3D GameLab (3dgamelab.com) ● 1st fully gamified LMS ● Individually affordable ● Thus possible for isolated faculty to try http://portal.3dgamelab.org/ Learning Management System
  • 17. ● Like games but applicable to entire course ● Most student love it for the best reasons: ○ Flexibility: ■ Time and Space ■ Learning styles ← VERY important ○ Feedback: quick, specific, clear ○ Security: ■ Low risk--can resubmit until accepted Preliminary Results
  • 18. Technological change is not at moment of invention ● Change in social relations (social science) ● Change in the human experience (humanities) Consider the steam engine: 100+ years from invention to wide adoption ● Desktops are “19th century clerical metaphors” ● From FB to mobile devices: interface design is gaming-driven Games are leading tech innovation (under-recognized) ● Impacting social relations and the human experience (web2.0) ● Massive parallel processing of information (“dashboards”) ● Culture: most smart kids are avid gamers-- the new hochkultur ● of course there’s lots of junk; like when the novel was “invented” The “Information Revolution” has just barely started
  • 19. >>> Q&A >>> Poll #2 Does any of this make sense?! [] None [] Some [] Lots [] In theory yes; but technology is being used as a cost-cutting racket in education!
  • 20. ● Difficult without dedicated institutional support: ○ tech support ○ surprisingly tech-illiterate students ○ BUT: provide practical job-skills ● Solution: ○ Undergraduate TAs (Buffalo State) ○ Collaborative / Guild elements and quests ○ Active participation: “figure it out!” ● Working with students as co-researchers The Political Economy of Gamification
  • 21. ● Difficult within a traditional institution’s system: ○ Experimental, evolutionary, and even anarchistic pedagogical ethos (oh my!) ○ Grading structure ■ unfamiliar culture of trust and cooperation ■ flexibility pushes me to bottom of to-do list ○ Popularity: gamified courses draw students ○ Lack of economies of scale Stay calm and give up control...
  • 22. ● Lots of bad blood in many (most?) institutions today ● Technology in education is caught between: ○ Administration rhetoric: ■ MOOCs, blended, flipped, … ■ Gimmicky? PR driven? ■ Labor and property rights? ○ Faculty intransigence: ■ Luddites? sticks-in-the-mud? ● Is it political, cultural, generational, irrational? The battle lines are drawn!
  • 23. Resistance IS very understandable: ● Most distance-learning IS awful ● Many worrisome developments in higher education ● Push to cost-cut and a sharp decline in the faculty ● Problem with ownership of the curriculum > web2.0: public content → private profits ● Problem with monopolistic power > MOOCs vs Distributed Open Collaborative Course see Fem Tech Net + Shared Academics here. A hard sell to many faculty
  • 24. ● Teachers must be in control of teaching (tech ethos) ● Winter is coming (faster than you think!) ● Gamification in particular: ○ Labor-ENHANCING not labor-REPLACING ○ Unlike: ■ traditional distance learning ■ MOOCs ■ even blended learning (to an extent) On the other hand
  • 25. We better grab the bull by the horns or it will grab us by the _____. TYVM. >>> Q&A