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What’s in a Game? Student Learning During Online
Game Play
Presented by:
Christian Broderick &
C. Josh Simpson
Wilmington University
Why gamification?
Game mechanics vs. game dynamics…
VS.
Principles and rules that govern behavior.
Incentives, feedback, etc.
Using these principles/rules to engage
and motivate the learner.
Dynamics that engage and motivate…
1. Narratives that match learning outcomes
2. Motivation- positive feedback, badges, progress bars
3. Ability-start simple; move toward the more
complicated
4. Cognitive guidance and rehearsal
5. Cascading Information- (small segments)
6. Provide appropriate behavioral triggers
7. Allow for multiple attempts
Game dynamics that stifle motivation…
“Why bother?” “Why continue?” “Why?”
The games in this gallery share one thing in common= Students are not triggered to act in any meaningful way
Motivation, ability & behavioral triggers
As instructors/designers, our goal should be
for games/ learning experiences to:
1. Provide proper motivation
2. Build ability over time
3. Supply effective triggers
Learning and game play… a recap
Our goal= create an environment where students feel a need to
complete the task, an inner ability to complete it, and are provided a
mechanism for marking progress toward task completion

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What’s in a Game? Student Learning during Online Game Play

  • 1. What’s in a Game? Student Learning During Online Game Play Presented by: Christian Broderick & C. Josh Simpson Wilmington University
  • 3. Game mechanics vs. game dynamics… VS. Principles and rules that govern behavior. Incentives, feedback, etc. Using these principles/rules to engage and motivate the learner.
  • 4. Dynamics that engage and motivate… 1. Narratives that match learning outcomes 2. Motivation- positive feedback, badges, progress bars 3. Ability-start simple; move toward the more complicated 4. Cognitive guidance and rehearsal 5. Cascading Information- (small segments) 6. Provide appropriate behavioral triggers 7. Allow for multiple attempts
  • 5. Game dynamics that stifle motivation… “Why bother?” “Why continue?” “Why?” The games in this gallery share one thing in common= Students are not triggered to act in any meaningful way
  • 6. Motivation, ability & behavioral triggers As instructors/designers, our goal should be for games/ learning experiences to: 1. Provide proper motivation 2. Build ability over time 3. Supply effective triggers
  • 7. Learning and game play… a recap Our goal= create an environment where students feel a need to complete the task, an inner ability to complete it, and are provided a mechanism for marking progress toward task completion