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Gamification for eLearning slides from TechKnowledge 2012

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GAMIFICATIONUsing Game Mechanics to Enhance eLearning

Twitter: @trickyraymerTH202

RICK RAYMERGaming and Simulation Coordinator

Twitter: @trickyraymer

When should video games be

included in eLearning?

Clark & Meyer: E-Learning and the Science of Instruction

•When the goals, rules, activities, feedback, and consequences of the game or simulation can be aligned to the desired learning outcomes

•When structure and guidance to help learners is provided to reach instructional goals

•However, open-ended games and simulations that require unguided exploration should be avoided

Only use games if they directly support your education goals.

Make learning essential to the game.

SUMMARY

Why are video games so popular?What do they do well?

Occupying the attention or the

efforts of a person

ENGAGEMENT

Occurs when the BRAIN is REWARDED

ENGAGEMENT

Rewards must evoke EMOTION from the learner!

WANTING

LIKING

WANTING+LIKING=REWARDING

Dr. Kent Berridge•University of Michigan

Neuroscientist

• Researches the causes of addiction

•Has found wanting and liking to occur in two different part of the brain

Games are not engaging because

they’re games, but when they are

designed to be rewarding!

What is Gamification?

Gamification: The use of gameplay mechanics for non-game applications.

Example: What game mechanics in this game could

be applied to E-Learning?

Example: What game mechanics in this game could

be applied to E-Learning?

Set Goals and Objectives

Set Goals and Objectives

Objective 1

Objective 2

Objective 3

Objective 4

Objective 5

Goal 1

GOAL STRUCTURE

Goal 1

Goal 2

Goal 3

Goal 4

Goal 5

Topic 1

GOAL STRUCTURE

Topic 1

Topic 2

Topic 3

Topic 4

Topic 5

Module 1

GOAL STRUCTURE

Module 1

Module 2

Module 3

Module 4

Module 5

Course 1

GOAL STRUCTURE

LINEAR STRUCTURE

HUB SYSTEMS

HUB SYSTEMS

HUB SYSTEMS

OPTIMAL FLOW

FLOW of GAMES

FLOW of LEARNING

- Give the Learner ChoicesSet Goals and Objectives

- Create Time Sensitive Objectives- Give the Learner Choices

Set Goals and Objectives

Frequent Feedback

Frequent Feedback

As a designer, one of your most important jobs is to MAKE YOUR LEARNERS

FEEL CLEVER.

Measure Progress

- Visual Representation of Experience

Measure Progress

Reward Effort

Reward Effort- Incremental Rewards

- Reward Schedules

Reward Effort- Incremental Rewards

Reward SchedulesThree Main Components:• Prerequisite – Why did I get this reward?• Response – How is the reward presented?• Reinforcer – What is the appropriate reward? (momentary or persistent)

Two Types of Reward Schedules:• Interval – Based on time.‣Fixed – Low engagement immediately after the reward, that increases as the next reward approaches.‣Variable – Random within a window of time.

• Ratio – Based on completing actions.‣Fixed – Given after a set number of actions, which can include after every action. ‣Variable – Random within a window of actions.

- Probability and Danger- Reward Schedules

Reward Effort- Incremental Rewards

- Adaptive Systems- Probability and Danger- Reward Schedules

Reward Effort- Incremental Rewards

- Negative Feedback Loop- Adaptive Systems

Elements of Chance

Elements of Chance- Surprise and Delight

Moments of Intense Attention

Peer Motivation

Suggestions for Specific Project

Phases

Pre-Concept Phase

Think Outside the Box

-Know the BoxThink Outside the Box

Expand Your Horizons

Expand Your Horizons

Alternate Reality/Wearables

Adaptive LearningSystems

Play Games

- Individually & In GroupsBrainstorm

-Never Dismiss Ideas As StupidBrainstorm

The Well Is Deep

Concept Phase

Know Your Audience

Stay True to the Brand

Have a Hook

Improved Presentations

Use CGI or Illustrations

Use Peripherals That MimicManual Dexterity Skills

- Develop for a Game Console

Test Assumptions

Paper Test

Paper Test

Test Early & Often

Summary

•Provide feedback and show progress on clearly stated goals and objectives

• Increase engagement by rewarding learners(wanting+liking=rewarding)

•Reward effort, not just successes

•Gain attention with surprise and delight

•Build systems that allow peer interaction

• Improve your presentations with better art and technology

•Know your audience and brand

•Test assumptions early and often

RICK RAYMERrraymer@ncbionetwork.org

Thank You!