the truth about gamification in learning
DESCRIPTION
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/TRANSCRIPT
The Truth about GamificationAnd the use of game-like technologies in online learning
Dr Ben BettsCEO, HT2
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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.
How can I Gamify?
See the Octalysis Framework:
http://www.yukaichou.com/gamification-examples/octalysis-complete-gamification-framework
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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 [email protected]: @bbetts
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