Tag Archive for Gamification

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.

 

Gamification in Higher Ed Briefly

Sarah Moore shares her experience with an LMS development company and her thoughts on gamification and higher education. Her important points are the benefits gamification can have to many facets of a students development including;

  • Cognitive Development
  • Emotional Development
  • Social Development

While some of the commenters on this blog post raise concerns around overexposure to technology, the impacts of over stimulating audiences, and whose responsibility it is to create the gamified experience.

Back on the MOOC

I did feel a little disheartened after giving up on my last MOOC. I became a statistic, I dropped out. Though I feel like it was far less of a conscious decision to drop out, and more of a gradual lack of time in which to watch the video lectures and complete the online content.

I’m back! A couple of weeks ago I started a MOOC on Gamification. I actually started whilst I was away, so the initial time commitment to get through the first few modules increased the barrier to entry slightly. I got through it. We are now in week 7, which marks the halfway point. I am keeping up… just. There are quizzes most weeks, expect for those weeks that have a written piece of work due. Thus far I have completed 4 quizzes and one written piece, with the next written assignment due in five days.

Overall the experience has been pleasant. The peer assessment for the first written piece went well, with only one technical difficulty. I feel like I’m much more engaged this MOOC around. I find the content more engaging and the opportunity to see some of the other students work through peer assessment was interesting.

We have covered a number of topics:

  • Intro to Gamification
  • Games (and why they are important)
  • Game thinking
  • Game elements
  • Psychology and Motivation
  • Gamification Design Framework

With topics such as design choices, enterprise gamification and behaviour change still on the menu I’m very much keen to see this one through. I am slightly disappointed that they haven’t taken the opportunity to practice what they preach, by gamifying the course. A badge or leaderboard here and there may not be a bad thing. Though I have a feeling that the restriction may be less about their desires to , and more about the system limitations of the Coursera platform.

Motivating Learners – Just add badges right?

Reading through Play As You Learn: Gamification as a Technique for Motivating Learners (2013) by Ian Glover gives an overview of the current state of gamification, with particular relevance to  education. Glover first states the three basic parts of most games:

  • Goal-focused activity
  • Reward mechanics
  • Progress tracking

Glover then notes some current uses of gamification including popular social network FourSquare.

Eventually gets to the good stuff, and touches on some criticism of gamification. These included the detriment of providing extrinsic rewards for learners who are intrinsically motivated, the addictive behaviours often associated with certain personality types (notes from Zichermann, 2011), the competitiveness of leaderboards (Williams, 2012), and the types of engagement when gamification is removed (Thoma, Millen, and DiMicco, 2012).

Glover’s main points include the following

  • Careful consideration needs to be taken before the application of gamification to learning
  • Providing extrinsic motivation for intrinsically motivated learners is detrimental
  • Gamification in earning should therefore be optional
  • Popular Virtual Learning Environments (VLEs) and LMSs (Learning Management Systems) provide an ideal opportunity, with tracking data already available
  • Rewards need to be desirable to all learner to motivate behavior
  • Gamifiation can be applied to non-electronic contexts

 

My references

Glover, Ian (2013) Play as you learn: gamification as a technique for motivating learners. In: HERRINGTON, Jan, COUROS, Alec and IRVINE, Valerie, (eds.) Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. Chesapeake, VA, AACE , 1999-2008. http://shura.shu.ac.uk/7172/

 

Glover’s References
Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise SNS. In Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work (CSCW ’12), 1067-1070. Accessed: 27/11/2012 -http://doi.acm.org/10.1145/2145204.2145362.

Williams, J. (2012). The Gamification Brain Trust: Intrinsically Motivating People to Change Behavior (part 2). Gamesbeat, Panel discussion, Wallace, M. [chair], Accessed: 26/11/2012 – http://venturebeat.com/2012/09/22/the-gamification-brain-trustintrinsically-motivating-people-to-change-behavior-part-2/#h8geQcI5BUyR5Ihv.99

Zichermann, G. (2011). Gamification has issues, but they aren’t the ones everyone focuses on. [Editorial] O’Reilly Radar. Accessed: 26/11/2012 – http://radar.oreilly.com/2011/06/gamification-criticism-overjustification-ownership-addiction.html