gamification and online education

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Implications of gamification for online education. A talk presented to the Speakers@Coursera series, July 2012.

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KNOWLEDGE FOR ACTION

GAMIFICATION AND ONLINE EDUCATION

Prof. Kevin Werbach

werbach@wharton.upenn.edu / @kwerb

Coursera, July 2012

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

1 billion downloaders can’t be wrong!

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

…or 100,000 MOOCers!

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

97% of U.S. kids 12-17 play videogames (Pew 2008)

 

The Mass Medium of the 21st Century

KNOWLEDGE FOR ACTION

We’re All Gamers Now

•  Average videogame player is 30 years old

•  47% percent of videogame players are women

•  China is the world’s largest online games market

•  44% of US/UK adults played a mobile game in the last month

Gamification / Kevin Werbach

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

can we learn from games to help with

KNOWLEDGE FOR ACTION

School is Already a Game… a Bad One

•  Not so much fun (for many)

•  Unclear win states

•  Back-loaded feedback

•  Poorly balanced

•  Misalignment of faculty and student players

Gamification / Kevin Werbach

KNOWLEDGE FOR ACTION

Gamification is…

The use of game elements and game design techniques in non-game contexts.

Gamification / Kevin Werbach

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

Levels

Points

Resource Collection Progression

Quests Avatars

Social Graph

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

Levels Points

Progression

Badges

Social Graph Quests

Avatars

Rewards

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

In Education

FourSquare.edu?

Grading up

Choose your own adventure (quests)

Continuous feedback

Game frames

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

Would the Real Gamification Stand Up?

Behavior Games

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

Behavior Games

Marketing and economics Game design and psychology

Incentives Experiences

Satisfying needs Fun

Game elements (inductive) Game thinking (deductive)

Status Meaning

PBLs Puzzles

Rewards Progression

Making users do things Making players awesome

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

Behavior Games

Scoring systems Narratives

Credentials Mastery

Motivating students Experimentation

Engagement Growth

Presentation MOOCs Connectivist MOOCs

Applied to Education

KNOWLEDGE FOR ACTION Gamification / Kevin Werbach

Behavior Games

New pedagogy New pedagogy

Personalization Personalization

Empowering peer learning Empowering peer learning

Feedback Feedback

Analytics Analytics

Common Ground

KNOWLEDGE FOR ACTION

Online Challenges/Opportunities

•  Return of voluntariness = importance of onboarding

•  Lack of interactivity puts a premium on engagement

•  Large class sizes = >variability of students

•  The player journey, within and across courses

•  Collaboration outside time/space constraints

•  Data, data, data

Gamification / Prof. Kevin Werbach

KNOWLEDGE FOR ACTION

What’s Needed

•  Edu gamification in a box

•  Badge ecosystems

•  Collected stories and best practices

Gamification / Prof. Kevin Werbach

KNOWLEDGE FOR ACTION

Notice any Differences?

Gamification / Prof. Kevin Werbach

KNOWLEDGE FOR ACTION

Prof. Kevin Werbach

werbach@wharton.upenn.edu

Twitter: @kwerb By Kevin Werbach & Dan Hunter

Wharton Digital Press (Fall 2012)

http://gamifyforthewin.com

thank you!

https://www.coursera.org/course/gamification

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