gamification and online education
DESCRIPTION
Implications of gamification for online education. A talk presented to the Speakers@Coursera series, July 2012.TRANSCRIPT
KNOWLEDGE FOR ACTION
GAMIFICATION AND ONLINE EDUCATION
Prof. Kevin Werbach
[email protected] / @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
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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
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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
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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
Twitter: @kwerb By Kevin Werbach & Dan Hunter
Wharton Digital Press (Fall 2012)
http://gamifyforthewin.com
thank you!
https://www.coursera.org/course/gamification