Tag Archive for Experience

Looking into Badges – University of Washington

When the University of Washington moved to a skill-based promotion system (from seniority-based), they looked int piloting a bagdes program to encourage skill development for student employees. Student employees make a a 50+ person team that manage IT labs, and assist in technology related help services. State introduced legislature in 2009 meant a freeze on wage increases, and the only options for these student staff were moving to jobs with increased pay and responsibilities. This meant those starting in freshman year may never have seen a pay rise over the course of their employment.University of Washington Logo

UW implemented a tier-based system upon where each level indicated an increased degree of skill and responsibility. Promotion up the chain required justification and documentation of skills. As a result they identified that there was inconsistency around how a student achieved the skills needed for the promotion. Thus UW investigated digital badges as a solution to show that a group of skills could represent expertise within the team.

Wallis and Martinez acknowledge that informal learning is not recognized, and degrees and certificates do not represent a complete picture of a learners skills and abilities. They identify the Mozilla Open Badge Infrastructure as a potential framework solution. UW-IT “started to investigate badges primarily as a way of measuring and documenting their [student staff] skills, and encouraging them to continue to improve their skills”.

Wallis and Martinez then launch into a discussion about the options for a badge system, in particular the division between Open source and commercials solutions. Open examples such as Badg.us and BadgeOS, and commercial solutions such as Credly. In reviewing Seton Hall’s code for a badge system they UW identified the priorities for integration, adn flaw in using an open source method. Seton Hall’s (pre-GitHub Release version) had inelegant coding implementations (such as individual modules for authentication), while badg.us did not accommodate functions such as meta-badges.

Wallis and Martinez conclude that more exploration of options is required. Noting that there was further interest in pilot participation from other units on campus and that students enjoyed the Code Academy model. The authors also note their concerns about ad-hoc badge issuing for informal learning, leaderboards and student inflexibility, and note that “we want to be cautious that badges do not become a completely extrinsic motivator”. Intrinsically motivated students will seek learning, badge system or not. They also note the key points of Ryan and Deci’s Self-determination theory, Autonomy, competence and relatedness. Then mentions the historical perspectives of badges as either representation of expertise/experience or power/authority (Alexander Halavais, 2012, “A genealogy of Badges: Inherited meaning and monstrous moral hybrids”).

 

References

Wallis, P., & Martinez, M. S. (2013, November). Motivating skill-based promotion with badges. In Proceedings of the 2013 ACM annual conference on Special interest group on university and college computing services (pp. 175-180). ACM.

 

Gamification, Games-based learning, and Serious games

In Gamification, Games-based Learning, and Serious Games – Any difference? Bhasin argues that there is no difference between the three. Suggesting that “gamification, games-based learning, and serious games are effectively the same thing, because in a corporate environment, all learning relates to strategic objectives and has serious purpose”. Bhasin then attributes this to the rise in popularity of games, and attributes the following to its traction:

  • Marketplaces forces
  • The connection between games and learning in children (noting “brain scientists the world over agree that the games’ challenge-achievement-reward loop promotes the production of dopamine in the brain, reinforcing our desire to play”)
  • Rising interest among adults in games (reports on statistics about gamer demographics)

Bhasin then moves on to discuss the design of gamification. He opens with “it is the mechanics of the game – not the theme – that make it fun (Zichermann and cunningham)” However from experience in the boardgames community theme can be the deciding factor in engagement with the game, and it is well noted that pasted-on themes provide for a less engaging experience.

After discussing the best use of leaderboards he outlines some other gamification elements that could be used. The focus on leaderboards and competition shows the authors hasn’t really considered the benefits on other elements in a meaningful way. The other game mechanics listed include, pattern recognition, collecting, surprise and unexpected delight, organizing and creating order, gifting, recognition of achievements, leading others, being the hero, and gaining status.

by the end of the post I feel like Bhasin has just cherry-picked some of Brenda Enders work to focus on. Further investigation of Brenda Enders work (noted as “Gamification, Games and Learning: What Managers and Practitioners Need to Know”, 2013). When discussing interactivity and feedback Bhasin focuses on Enders best practice for challenges. He then expands on this with James Paul Gee’s ideas on risk taking, challenges and consolidation, story telling and briefly touches on motivation. Then finishes off the the SAPS model of rewards (Status, Access, Power, Stuff).

 

References
Bhasin, K., (2014) Gamification, Games-based Learning, and Serious Games – Any difference?, Learning Solutions Magazine. 27th January, 2014. http://www.learningsolutionsmag.com/articles/1337/gamification-game-based-learning-serious-games-any-difference. Accessed 16/04/2014.

 

Conventions – PAX East

Japanime Games - Krosmaster Arena at PAX East

Japanime Games – Krosmaster Arena at PAX East

In keeping up-to-date with the gaming industry I’m currently reading all about the Awesomeness of PAX East. PAX East is a Geek convention, held over three days in Boston, MA. PAX is a convention that can satisfy every geek from board and table top games, to video games, to cosplay. PAX (Penny Arcade Expo) is the brain child of Penny Arcade, it has been growing since 2004. 2013 marked the first year PAX expanded its convention beyond the USA, to Australia, in fact. Which naturally excited Aussie fans, who often feel they get the short end of the stick when it comes the gaming industry.

Greenbrier Games at PAX East 2014

Greenbrier Games at PAX East 2014

For those of you who PAX is unfamiliar, is it on opportunity for industry bodies (publishers, producers, developers, marketers, etc) to exhibit wares, release new products, market to a new demographic, and mingle with their audience, and end-product consumers. It is also an opportunity for fans and consumers to immerse themselves in the culture over a few days, meet new friends, and see what is happening in the industry. While exhibitions serve as a major part of the convention it is also a place of learning and sharing, with a full schedule of panels and talks, given by a variety of speakers including developers, artists and prominent people in the gaming media.

Soda Pop Minis @PAX East 2014

Soda Pop Minis @PAX East 2014

There are some great things happening in table top gaming. The Escapist Magazine covered most of the Tabletop exhibitors (link). It is really good to hear that indie developers are getting as much attention as some of the bigger guns in the board gaming industry (like Iello and Mayfair Games). The slew of successful Kickstarter campaigns have obviously helped in boosting the variety of products entering the market. These kickstarted companies included Soda Pop Minatures (Publisher of Super Dungeon Explore), Japanime Games (well known for Krosmaster Arena), and Cool Mini or Not (famous for the Zombicide Series). While other indie developers seek to develop without the assistance of Kickstarter, with a wide variety of themes and games (link).

PAX 2014 Cosplayer: A hulking Space Marine from Warhammer 40K (click for source).

There were lots of video games, and video game announcements at PAX, naturally as a main stay of the convention. The one for which I found myself most excited is Blizzard‘s announcement of a Story Mode for HearthstoneCurse of Naxxramas, coming in US Fall 2014. Blizzard had only just recently released an iPad version of Hearthstone for Canadian and Australia (&NZ) iPad users, which I imagine brought back more than a few players to the game. Hearthstone is a free-to-play electronic card game designed by Blizzard Entertainment based off the popular World of Warcraft story line. This online only card game features one on one battles against different live players in real time. Each player choosing a different class to play, which has inherently different play styles (Mage, Warrior, Shaman, Priest, etc), so there is something to suit everyone.

To encourage diversity in a somewhat controversial more PAX introduced the Roll for Diversity Hub and Lounge. News is still coming out about how this helped or hindered PAX. One brave trans person shared their experience in a new blog about diversity issues in the gaming industry. As I write this their is a ragging conversation happening on Reddit. I’m sure more experiences will be shared over the next week or so as the glow and high of the convention dies down.