Gamification has emerged as a significant trend in recent years. Its garnered considerable application and assessment within the education and corporate sectors as a powerful tool to facilitate learning, engagement, skill development, and innovation. This session delves into gamification trends and principles. It provides a detailed look into a case-study of applied gamification using a mobile app to transform student orientations traditionally conducted in-person into a mobile gaming (learning) event at the UC San Diego Library. Slide deck created for the UC eNGAGE Summit, October 24, 2014, San Francisco.
5. Some Statistics
• Average video game player has been playing
games for over 12 years
• 26% of people playing games are over 50
• 27% (62 million) U.S. Internet users play at
least one game on a social network a month
• Social gaming is a billion dollar a year biz &
growing at a rapid pace
6. Gamification
“The use of game mechanics,
aesthetics and game thinking to
engage people, motivate action,
promote learning, and solve problems”
in non-game contexts.
-Karl Kapp
The Gamification of Learning & Instruction
7. Gamification
• Core, underlying element is game
play
• Integration of game characteristics,
game-based techniques
• Into real-world tasks, learning,
training, etc.
• Main goal is to motivate
18. Project Goals
• Pilot and assess platform to transform &
scale in-person library orientation
• Apply Millennial learning preferences:
Interactive & engaging
Social, blended learning
Competitive & fun
Technology-rich
• Promote digital & info fluencies
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33. Findings
• High level of innovation, ROI, student
engagement
• Phase 2 vs. 1 far greater participation &
engagement. 500% increase.
• Offering as a stand-alone event OK
• Greater reach if integrated into program or
learning assignment
• Campus adoption, shared licensing of tech a
challenge
While a growing number of educational institutions and programs are experimenting with game-play, there has also been increased attention surrounding gamification — the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios.
Businesses have embraced gamification as a way to design incentive programs that engage employees through rewards, leader boards, and badges, often with a mobile component. Although more nascent than in military or industry settings, the gamification of education is gaining support among educators who recognize that effectively designed games can stimulate large gains in productivity and creativity among learners.
Games are not a new phenomenon, they are as old as civilization.
Games, in their simplest, oldest forms, are designed to challenge and engage the player/players.
Gamified learning emerged in the 80s within the Children’s Software Industry
Still in its nascent stages in education, the gamification of learning environments is gaining support among educators who recognize that effectively designed games can stimulate large gains in engagement, productivity, creativity, and authentic learning.
Gamified learning emerged in the 80s within the Children’s Software Industry
Many of the elements of gamification are based in Educational Psychology
Gamified learning emerged in the 80s within the Children’s Software Industry
Many of the elements of gamification are based in Educational Psychology
Gamification market to reach $2.8 billion in 2016
Mechanics are crucial building blocks, but mechanics alone do not create an engaging game-like experience.
Games:
System- set of interconnected elements: Score, strategy, behaviors, activities. Scores linked to actions. Actions limited by rules.
Players
Abstract- “game space” abstraction of reality
Challenge
Rules
Interactivity –w/players, game system, w/content
Feedback
Quantifiable Outcome –Winning state is concrete, no ambiguity. Score, level, winning outcome defines winning state
Emotional Reaction
**Together these disparate elements combine to make an event that is larger than the individual elements
**Elements of gamification are not new. Teachers, military, corporate trainers have been using game-like techniques for long time.
**What is new is the emphasis of bringing all of these elements together in an engaging manner under the sigle concept of gamification.
--The focus on the relationships & dependencies of these elements is new.
Many different definitions of games. Elements = game design fundamentals.
Interconnected elements: Score, strategy, behavior, activities. Scores linked to actions. Actions limited by rules.