sabbaticalintro

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My Sabbatical at Hogwarts:

Initial Explorations

into Meaningful

Gamification

Scott Nicholson, Syracuse University School of Information Studies

Visiting Professor, MIT, Comparative Media Studies

Overview

A Request

Before MIT

Lifelong Gamer

Game Design

Syracuse in 2001

Online education

Gaming in Libraries

Online Video

During MITVisiting Professor, Comparative Media Studies

Visiting Scholar, Singapore-MIT GAMBIT Game Lab

Resident Scholar, Simmons Hall

Comparative Media Studies

GAMBIT Game Lab

Education Arcade

Simmons Hall

Libraries at MITIndependent Activities Period

ARG Design Workshop

Excellent information infrastructure…

Two Paths

Enter Gamification

Definition : The use of game design elements in non-game contexts.

Deterding, S. (2011b). Situated motivational affordances of game elements: A conceptual model. Presented at Gamification: Using Game Design Elements in Non-Gaming Contexts, a workshop at CHI 2011. Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/09-Deterding.pdf

Examples of Gamification

Frequent Flier Programs

Library Summer Reading program

Grades!

Branded Gamification

Gamification vs. Pointsification (Robertson, 2010)

Robertson, M. (2010). Can't play, won't play. Hide & Seek: Inventing New Kinds of Play. Retrieved from http://www.hideandseek.net/2010/10/06/cant-play-wont-play/

Turning to theory

Motivation Self-Determination Theory (Deci & Ryan) – What drives a person to make a decision without external influence

Organismic Integration Theory - How a user integrates external control into a sense of self

If there is external control through rewards, then learner will incorporate this external control

This will create negative feelings about the activity

Gamification based upon controlling external rewards = Short term benefit with long-term cause

Gamification without external rewards

What is Meaningful?

Situational Relevance (Schamber)User + Context

Challenge of using only one goal

Situated Motivational Affordance (Deterding)Organizational context into which activity is placed

Meaningful Gamification has to account for different users and different organizational contexts for non-game activity

Addressing Diverse Needs

Universal Design for Learning (Rose & Meyer)

What – Content of LearningHow – Methods of demonstrating masteryWhy – Paths to internalize content

Engaging the Users

Player-generated Content

“Gaming 2.0”

Players set own goals and achievements

Developing platform for customizationChallenge: Meaningful Customization

User at the Center

Company-Centered Design“Teaching to the Test”

Game-Centered Design

User-Centered Design

Meaningful Gamification: Integration of user-centered game design elements into non-game contexts

Avoid External Rewards

Meaningful Gamification

Meaningful Gamification

Meaningful Gamification

Meaningful Gamification

After MITBook on Meaningful Gamification

New course areas

Library ApplicationsAlternate Reality Games

Information Literacy and Searching Tools

Crossed Paths - http://tinyurl.com/crossedpaths 

Time for you to think about Gamification!

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