bringing gamification into your training

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Gamificatio n in the Classroom Pointers for Training Professionals Charles Palmer Harrisburg University

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Page 1: Bringing Gamification into your Training

Gamification in the ClassroomPointers for Training Professionals

Charles PalmerHarrisburg University

Page 2: Bringing Gamification into your Training

Gamification

the concept of applying game-design thinking to non-game applications to make them more fun and engaging

Page 3: Bringing Gamification into your Training

Some non-classroom examples…

Page 5: Bringing Gamification into your Training

Examples…

Page 6: Bringing Gamification into your Training

EducationalExamples…

Page 7: Bringing Gamification into your Training

EducationalExamples…

Page 8: Bringing Gamification into your Training

Some facts…

• 2011 Gartner Research Report it is estimated that by 2015, more than 50% of organizations that manage innovation processes will gamify those processes.

• The trend has been picking up major momentum over the last year and has gained support from industry heavy weights such as Bing Gordon, Al Gore, J.P. Rangaswami, Chief Scientist of Salesforce.com, and many more.

Al Gore talks about how "Games are the new normal" and the power of Gamification at the 2011 Games for Change Festival.

Page 9: Bringing Gamification into your Training

Gamification

Loyalty Programs(redemption)

Game Design(engagement)

Behavioral Economics

(status/reputation)

Page 10: Bringing Gamification into your Training

Player TypesAc

hiev

ers •prefer to gain

"points," levels, equipment and other concrete measurements

•go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.

Expl

orer

s •players who prefer discovering areas, creating maps and learning about hidden places

•feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.

•find joy in discovering an unknown glitch or a hidden easter egg.

Soci

alize

rs •gain the most enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality

•The game is merely a tool they use to meet others in-game or outside of it

Kille

rs •thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents

Page 11: Bringing Gamification into your Training

Player TypesAc

hiev

ers

Expl

orer

s

Soci

alize

rs

Kille

rs

6747 53 33

ESAK

Page 12: Bringing Gamification into your Training

Player TypesAc

hiev

ers •prefer to gain

"points," levels, equipment and other concrete measurements

•go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.

Expl

orer

s •players who prefer discovering areas, creating maps and learning about hidden places

•feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.

•find joy in discovering an unknown glitch or a hidden easter egg.

Soci

alize

rs •gain the most enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality

•The game is merely a tool they use to meet others in-game or outside of it

Kille

rs •thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents

Page 13: Bringing Gamification into your Training

Gamification Loop

Challenges

Game Play

Win/Loss conditions

leaderboardsbadges

Social networking

status

Point system

Page 14: Bringing Gamification into your Training

But wait…• Creating these types of games is hard work (so what else is new)

• Just adding points and badges doesn’t make something fun and an improperly balanced reward system will negatively effect the behavior you are trying to address.

• The true magic happens when a player succeed in a challenge which seemed (or was) daunting and beyond their skill level.

• Players are motivated by different things. So we have to consider different experiences for varying player types*

Too easy

Too frustrating

Page 15: Bringing Gamification into your Training

“Do people not do something because they are

not able to? – then increase ease of use.

Do people not do it because they have no free time? – then work on that.

Only if motivation is the issue can gamificaion be a [legitimate] way [of influencing

behaviour”

- Sebastian Deterding, research

Page 16: Bringing Gamification into your Training

Gamification Loop

Challenges

Game Play

Win/Loss conditions

leaderboardsbadges

Social networking

status

Point system

Page 17: Bringing Gamification into your Training

Game Play MechanicsCommunity

Collaboration Discovery EPIC Meaning Free Lunch

Infinite Gameplay Loss Aversion Lottery Momentum Ownership

Appointments Blissful Productivity Status Urgent

Optimism Virality

Cascading Information Combos Achievements Levels

Countdown Quests Reward Schedules Points

Page 18: Bringing Gamification into your Training

Game Play MechanicsCommunity

Collaboration Discovery Behavior EPIC Meaning Free Lunch

Infinite Gameplay Loss Aversion Lottery Momentum Ownership

Appointments Blissful Productivity Status Urgent

Optimism Virality

Feedback Cascading Information Combos Achievements Levels

Countdown Quests Reward Schedules Points Progression

Page 19: Bringing Gamification into your Training

More examples…

Page 20: Bringing Gamification into your Training

Six rules…

1. Understand what constitutes a “win” for the player and organization

2. Expose the player’s intrinsic motivation and progress to mastery

3. Design for the emotional human, not the rational human

Page 21: Bringing Gamification into your Training

Six rules…

4. Develop scalable, meaningful intrinsic and extrinsic rewards

5. Use on of the leading platform vendors to scale your project

6. Most interactions are boring, make everything a little more fun

Page 22: Bringing Gamification into your Training

“In some ways it is a fad – adding points and badges in tacky ways, looking at ‘gamification’

as an easy way to make boring things seem interesting – that is a fad.

However, the idea of designing business processes so that those who engage in them find

them more intrinsically rewarding – that

is a long term trend.”

- Jesse Schell, CEO Schell Games

Page 23: Bringing Gamification into your Training

Resources

• Vendors– Bunchball, Badgeville, BigDoor, Rypple, DueProps,

SCVNGR, CrowdTwist

Page 24: Bringing Gamification into your Training

Resources• PearlTrees - http://bit.ly/IhdQod • Jesse Schell – The Pleasure Revolution http://bit.ly/J15rbp• Gabe Zimmerman - http://bit.ly/IUiWFZ• Gamification.org/wiki• Concept of “Flow” by Mihaly Csikszentmihalyi - bit.ly/conceptofflow