A research-based presentation on the gamification of learning prepared for EDDE 803 (Athabasca University EdD Program). Cohort 7. The presentation has some elements of audience interaction (hence little text). Not sure what the provenance of the graphic is for Bartle's player types.
15. Gamification...defined?
“the use of game mechanics and experience design to digitally
engage and motivate people to achieve their goals”
(Burke, 2014, p. 6).
18. Structural Gamification
Gamification as a wrapper to current
Using game elements to engage learners
If your current content is boring… you still have a problem
Some Tips:
Yes to smaller goals, building up to a bigger goal
Opt-in status mechanisms
Use tracking mechanisms
19. Content Gamification
Modifying existing content to be more game-like
Using game lingo and developing a magic circle
No need to create an entire game
Some mechanics to keep in mind:
Stories
Challenges
Curiosity
http://www.mylarpcostume.com/2013/04/orc-male-larp-
costume/
LARP Orc
22. BibliographyBurke, B. (2014). Gamify. Brookline, MA: Bibliomotion
Csikszentmihalyi, M. (2004, February). Mihaly Csikszentmihalyi: Flow, the secret to happiness [Video File]. Retrieved from: https://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow
Deterding, S., Dixon, D., Khaled, R., & Nackle, L. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Proceedings of MindTrek 2011. September 28-30. Tempere. Finland. Gagne, R. & Driscoll, M. (1988). Essentials of
Learning for Instruction. Englewood Cliffs, New Jersey: Prentice-Hall.
Gee, J.P. (2007). What videos games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and instruction. San Francisco. Pfeiffer.
Kapp, K., Blair, L., & Mesch, R. (2014). The Gamification of learning and instruction fieldbook. San Francisco: Wiley
Keller, J. M. (2010). Motivational design for learning and performance: The ARCS model approach. New York: Springer.
Khan Academy (n.d.). Badges. Retrieved from: https://www.khanacademy.org/badges
Knowles, M. (1984). Andragogy in Action. San Francisco: Jossey-Bass.
Laurillard, D. (2012). Teaching as design science: Building pedagogical patterns for learning and technology. New York: Routledge
Manrique, V. (2013). The 35 gamification mechanics toolkit v2.0. Retrieved from: http://www.epicwinblog.net/2013/10/the-35-gamification-mechanics-toolkit.html
McGonigal, J. (2010, February) Jane McGonigal: Gaming can make a better world [Video File]. Retrieved from: https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
McGonigal, J. (2011). Reality is Broken: Why games make us better and how they can change the world. New York: Penguin Books.
Open2Study (n.d.) Badges. Retrieved from: https://www.open2study.com/badges
Schell, J. (2010, February) When games invade your life [Video File]. DICE summit 2010 keynote. Retrieved from: https://www.ted.com/talks/jesse_schell_when_games_invade_real_life
Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston, MA: Cengage.
Vygotsky, L. S. (1978) Mind in society: The development of higher order psychological processes. Cambridge, MA: Harvard University Press.
Werbach, K. (2015a). Kevin Werbach: Definition of Gamification [Video File]. Retrieved from: https://www.coursera.org/course/gamification
Werbach, K. (2015b). Kevin Werbach: History of Gamification [Video File]. Retrieved from: https://www.coursera.org/course/gamification
Werbach, K. (2015c). Kevin Werbach: Examples and Categories [Video File]. Retrieved from: https://www.coursera.org/course/gamification
Werbach, K. (2015d). Kevin Werbach: What is a Game? [Video File]. Retrieved from: https://www.coursera.org/course/gamification