This document discusses gamification approaches to motivate online learning. It defines gamification as using game mechanics outside of games to engage people and solve problems. The document outlines gameful design thinking principles and software tools like Mozilla Open Badges. It also provides an example of applying gamification concepts like badges and progress tracking to a Global Citizenship course at UCT. The conclusion emphasizes drawing on good design principles and making learning achievements and connections more visible through differences in online interfaces and representation in digital portfolios.
2. Gamification
• What is it about?
• Online learning contexts
• Gameful design thinking
• Software tools
– Mozilla Open Badges and e-portfolios
• Local example
– Global Citizenship course at UCT
5. Gamification of education?
• Are universities using game-like elements?
– Students get “points” for completing assignments
– Points translate to “badges” for passing courses
– Students performing well “level up” at year end
– Best performs get on the Dean’s “leaderboard”
• Not really…
9. Confusion
“Gamification is an inadvertent con. It tricks
people into believing that there is a simple
way to imbue their thing … with the
psychological, emotional and social power
of a great game.”
- Margaret Robertson, Can’t Play, Won’t Play (2010)
12. Four questions
• Motivation – what is the value in doing this?
• Meaningful choices – are there alternatives?
• Structure – can behaviours be modelled?
• Potential conflicts – are there contradictions
with other goals?
18. Khan Academy
“one of the first things
we did was bring in the
concept of badges and
other game mechanics”
Badges
Progress
giving feedback on
game mechanics
21. Gamification Design Thinking
• Purposive
• Person centred
– About the experience
• Balance of analytical & creative
– Abductive reasoning: inference from best available
explanation
• Iterative
– Prototype and evaluation
- Kevin Werbach (2012)
23. Social Engagement Verbs
Acting
Express Compete
Context Players
Explore Collaborate
Interacting
- Amy Jo Kim (2012)
build win
like
curate
review
rate
choose compare
share
comment
help
challenge
customise
choose
vote
24. Flow: Psychology of Optimal Experience
Skill / Time
boredom
anxiety
Difficulty
flow
- Mihaly Csikszentmihalyi (1990)
25. Meaningful Gamification
• Design by
– Providing a narrative with meaning
– Rule systems to master
– Including opportunities to play
• Of course, be mindful of
– Side effects and social contracts
– Rules that undermine greater goals
27. Mozilla OpenBadges
• Mozilla Foundation project
– Does not implement any game mechanics
– Provides infrastructure for hosting badges
– Offers grants to people using this infrastructure
• OpenBadges
– Criteria: URL and name of who issued it
– Evidence: URL to thing meeting criteria
31. Global Citizenship
• Global Citizenship: Leading for Social Justice
– Short course: Continuing Education certificate
– Students motivated by global citizenship ideals
– Completion rate: about 50%
• Student feedback:
– Very unlike an academic course
– Time pressures make for difficult choices
32. Global Citizenship: Plans
• Simplify and have fun
• Feedback on progress
• Badges - if sharing evidence
• Students request badges
(associate evidence + criteria)
• Students compile a portfolio
• Tutors participate in design
• Might use OpenBadges
34. Conclusion
• Draws on good design principles
– More than just ‘Generation G’ expectations
– PBL: pathway, not the reward
– Badges: visual representations of learning
achievements forming a portfolio
• Ideas for GC
– Signaling differences (e.g., dashboard)
– Making connections (e.g., badges)
– Involving tutors in the design
35. Sources
• Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience.
Harper Perennial, London.
• Deterding, S, Dixon, D., Khaled, R. & Nacke, L. (2011) From game design
elements to gamefulness: Defining ‘gamification’. Proc. of the 15th
International Academic MindTrek Conference.
• Kapp, K.M. (2012). The gamification of learning and instruction. San
Francisco: Pfeiffer.
• Kim, A. (2012) Social engagement: who's playing? How do they like to
engage? http://bit.ly/amyjokim
• Robertson, M. (2010) Can’t Play, Won’t Play. Hide & Seek: Inventing New
Kinds of Play. http://www.hideandseek.net/2010/10/06/
• Werbach, K. (2012) Gamification. https://class.coursera.org/gamification-
2012-001