the truth about gamification in learning

Post on 19-May-2015

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This slidedeck was presented as a part of the Charity Learning Consortium's webinar series. Ben Betts runs through a brief look at gamification in the wider world, some examples from learning and a more in-depth case study. Want to learn more? Try our MOOCs... http://www.curatr3.com/massive-open-online-courses/

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The Truth about GamificationAnd the use of game-like technologies in online learning

Dr Ben BettsCEO, HT2

www.ht2.co.uk

Gamification

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• Applying game-like mechanics or feedback to non-game situations.

• Often manifests itself as points, levels and badges (PLB), based on users performing certain actions.

• Often encourages competition where little existed previously.

Gamefulness

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• Uses the language and aesthetics of games to encourage a more ‘playful’ approach.

• May also involve emotional buy-in through stories and characters.

• Looking to create meaningful experiences, more so than short-term engagement.

Land of Me

An example from fitness - Nike+

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Examples in learning…

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Nudge

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• We’re trying to encourage people to do more of the things we want them to do.

• This might be common sense but we don’t do enough of it in learning.

• Gamification gives us a chance to shape behaviour more directly, and use a playful language to do it.

Case Study ExampleGoal: Improve participation in a social learning experience

Techniques: XP for levels and progressBadges for reputationLeaderboards for competitionGame-like interface

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Does it work?• Increases Participation in Social Learning

• Points Correlate with Outcomes

• Highlights ‘Unengaged’ Learners

• In one example, the whole class average is 10% above the norm.

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Gamify everything!

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Maybe don’t…

Useless – 78%

Useful – 22%

3000+ comments and

contributions; how many

really added to the learning

environment?

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There’s a sweet spot

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Levels 1 & 265%

Levels 3 & 435%

Levels1 & 264%

Levels 3 & 436%

Human vs. Gamification

Kanuka (2007) Betts et al. (2013)

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3 tips…

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1. Know your audience, your objective and look to shape specific behaviours

2. Measure the outcomes carefully

3. Consider gamefulness as well as gamification; it’s not all about PLB.

Also consider alternatives to Gamification…

Serious Games

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• Embody multiple mechanics, a well-defined space and a compelling story.

• Go way beyond feedback.

• Can be expensive and time consuming to develop.

COTS and ARGs…

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• Commercial Off-The-Shelf games (COTS) can be used in learning contexts.

• Alternate Reality Games (ARGs) use the Internet as a platform to create a fictional narrative that players can interact.

Join our MOOCsGamification for Learning:http://www.curatr3.com/massive-open-online-courses/

Want to know more?Try this book

Want to heckle me?Ben Bettsben@ht2.co.ukTwitter: @bbetts

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