Games, Gamification and the Quest for Engagement:

97
Twitter:@kkapp By Karl M. Kapp Bloomsburg University Gamification of Learning &Instruction May 18, 2014 Games, Gamification and the Quest for Engagement:

description

Presentation provides information on how to engage learners using elements of games. It provides an example of the elements in action.

Transcript of Games, Gamification and the Quest for Engagement:

Page 1: Games, Gamification and the Quest  for Engagement:

Twitter:@kkapp

By Karl M. Kapp Bloomsburg University Gamification of Learning &Instruction May 18, 2014

Games, Gamification and the Quest

for Engagement:

Page 2: Games, Gamification and the Quest  for Engagement:

Design Takeaway Challenge

Page 3: Games, Gamification and the Quest  for Engagement:

Rules

• A statement is presented

– Type in “Code word”

• Text Response:

Take out your text-machines

Standard Texting Fees Apply!

Page 4: Games, Gamification and the Quest  for Engagement:

How To Participate via Texting

1. Polleverywhere has no access to your phone number 2. Capitalization doesn’t matter, but spaces and spelling do

AMZ01

IAMZ02

ALRIGHT01

AMZ01

Page 5: Games, Gamification and the Quest  for Engagement:

How To Vote via PollEv.com/karlkapp

Capitalization doesn’t matter, but spaces and spelling do TIP

AMZ01

IAMZ02

ALRIGHT01

PollEv.com/karlkapp

Page 6: Games, Gamification and the Quest  for Engagement:

Observe the process, take notes for debrief.

-What design techniques are used? -What elements add to experience?

-What instructional design principles are being followed or broken?

How To Participate via Observation

Page 7: Games, Gamification and the Quest  for Engagement:

Notes Slides

Additional Ideas

www.karlkapp.com/kapp-notes

Page 8: Games, Gamification and the Quest  for Engagement:

GII Theatre

and

Karl M. Kapp

Present:

Page 9: Games, Gamification and the Quest  for Engagement:

Games, Gamification

and the

Page 10: Games, Gamification and the Quest  for Engagement:

t was a quiet Monday morning, very quiet, really quiet… almost too…

Page 11: Games, Gamification and the Quest  for Engagement:

Then, out of nowhere, she flew into my office, like a boss who had a problem that needed solved …

Hi Boss.

Page 12: Games, Gamification and the Quest  for Engagement:

I have a problem that needs to be solved.

Page 13: Games, Gamification and the Quest  for Engagement:

We need more engagement.

She wanted to increase learner engagement and have more interactive learning for career training and services.

Page 14: Games, Gamification and the Quest  for Engagement:

You came to the right guy that’s what I do…

Page 15: Games, Gamification and the Quest  for Engagement:

Yeah, I know…that’s why I hired you. Ugh..

Now take the new person here and go ask Clyde, he went to a

conference on the subject.

Page 16: Games, Gamification and the Quest  for Engagement:

For some reason, she didn’t seem bothered by the fact that she was breaking the organization’s no smoking policy…

Page 17: Games, Gamification and the Quest  for Engagement:

Here’s where you come in. Help me figure out the clues …and fast.

Page 18: Games, Gamification and the Quest  for Engagement:

Choose your disguise…

Page 19: Games, Gamification and the Quest  for Engagement:

Stakes are high……

Page 20: Games, Gamification and the Quest  for Engagement:

First stop…Clyde’s office…look for clues

Page 21: Games, Gamification and the Quest  for Engagement:

Game Thinking

B)

Teaching knowledge, skills & abilities using a self-contained game.

A)

Using game-based techniques to engage people, motivate action promote learning & solve problems.

C)

Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.

D)

Application of different types of game-elements to propel a learner through content with no changes to the content.

Page 22: Games, Gamification and the Quest  for Engagement:

I found three things written on one of Clyde’s notebooks.

Could be a lead…or

…it could be this session’s learning objectives

Page 23: Games, Gamification and the Quest  for Engagement:

Let’s get going.

Page 24: Games, Gamification and the Quest  for Engagement:

Now we need to find Ivan…the Informant... I knew one of his old haunts.

Page 25: Games, Gamification and the Quest  for Engagement:

He was about as friendly as a fly at a fly strip convention.

Hello, Clueless…

Page 26: Games, Gamification and the Quest  for Engagement:

Look I am going to ask you some questions, the right answer gives you

a clue to interactive learning.

He was about as friendly as a fly at a fly strip convention.

Page 27: Games, Gamification and the Quest  for Engagement:

What do you and your lackies here have to say about this?

Page 28: Games, Gamification and the Quest  for Engagement:

Are Game-based Learning and Gamification are the same thing? Games and Gamification are the same thing?

Page 29: Games, Gamification and the Quest  for Engagement:
Page 30: Games, Gamification and the Quest  for Engagement:

Enter Question Text Next clue, how many types of gamification are there?

Page 31: Games, Gamification and the Quest  for Engagement:

There are two types of gamification.

Page 32: Games, Gamification and the Quest  for Engagement:

He grabbed his typewriter and made some notes to explain to me the difference between the two types of gamification.

Page 33: Games, Gamification and the Quest  for Engagement:

Structural

Gamification is

use of game-

elements to propel

a learner through

content with no

alteration or

changes to the

content.

Structural:

Points

Badges

Leaderboard

Page 34: Games, Gamification and the Quest  for Engagement:

Content

Gamification use

of game thinking

to alter content

to make it more

game-like but

doesn’t turn the

content into a

game.

Content:

Challenge

Story

Characters

Missions

Page 35: Games, Gamification and the Quest  for Engagement:

Ivan then grabbed his laptop to show me a demonstration of the two types.

Page 36: Games, Gamification and the Quest  for Engagement:

First Structural Gamification….

Page 37: Games, Gamification and the Quest  for Engagement:

Gamification The concept of gamification Consists of many different elements. These elements can include: • Story • Character • Mystery • Curiosity • Curve of Interest • Surprise • Chance • Points • Badges

Screen captures courtesy of MindTickle….

Page 38: Games, Gamification and the Quest  for Engagement:
Page 39: Games, Gamification and the Quest  for Engagement:
Page 40: Games, Gamification and the Quest  for Engagement:
Page 41: Games, Gamification and the Quest  for Engagement:
Page 42: Games, Gamification and the Quest  for Engagement:

Then he demonstrated content gamification....

Page 43: Games, Gamification and the Quest  for Engagement:

It was a little like déjá vu ….this content gamification…..

Page 44: Games, Gamification and the Quest  for Engagement:

It has elements of story, characters and content that was altered to be more game-like…

Page 45: Games, Gamification and the Quest  for Engagement:

Ivan had another question for me…I was the one who was supposed to be ask’n questions….

Do learners remember facts better when presented in a bulleted list or

when presented in a story?

Page 46: Games, Gamification and the Quest  for Engagement:
Page 47: Games, Gamification and the Quest  for Engagement:
Page 48: Games, Gamification and the Quest  for Engagement:
Page 49: Games, Gamification and the Quest  for Engagement:

This mystery of interactive learning was starting to take shape…

Page 50: Games, Gamification and the Quest  for Engagement:

Thanks, Ivan.

Get out of here….

Page 51: Games, Gamification and the Quest  for Engagement:

Let’s brief the boss on what we know so far…

Page 52: Games, Gamification and the Quest  for Engagement:

So what have we learned?

Page 53: Games, Gamification and the Quest  for Engagement:

So far, so good. Follow the next clue on the matchbook I found in my desk drawer….

Page 54: Games, Gamification and the Quest  for Engagement:
Page 55: Games, Gamification and the Quest  for Engagement:

I arrived at the place on the matchbook, as shady as a clump of oaks caught in an eclipse…

Page 56: Games, Gamification and the Quest  for Engagement:

Enter Question Text Hmm… What could this location and clue mean??? Tell me. Does engaging instruction start with:

Page 57: Games, Gamification and the Quest  for Engagement:

Action draws in the learner and encourages further engagement.

Page 58: Games, Gamification and the Quest  for Engagement:

Too often instructional design is about the content and not about the actions that

need to occur.

Page 59: Games, Gamification and the Quest  for Engagement:

Make the learner do something

Answer a question

Identify a procedure.

Make a decision.

Solve a mystery.

Confront a challenge.

Pick a team.

Page 60: Games, Gamification and the Quest  for Engagement:

Just as I was leaving, I found another matchbook.

Page 61: Games, Gamification and the Quest  for Engagement:

Seems like a clue…should

Learning be easy so we don’t discourage the learners? or Challenging where some learners will struggle?

Page 62: Games, Gamification and the Quest  for Engagement:

Look! Things that are too easy or too difficult will not pique a learner’s interest because they lead to

boredom or frustration.

Page 63: Games, Gamification and the Quest  for Engagement:

Let me show you Clyde’s folder on this subject.

Page 64: Games, Gamification and the Quest  for Engagement:

Do you know what elements contribute to

flow?

Page 65: Games, Gamification and the Quest  for Engagement:

Achievable Task

Clear Goals

Control Over Actions (Autonomy)

Concentration

Page 66: Games, Gamification and the Quest  for Engagement:

You can also add elements such as …

Page 67: Games, Gamification and the Quest  for Engagement:

You can also add elements such as … Novelty

Inconsistency

Complexity

Surprise Incomplete information

Unpredictable Future

Page 68: Games, Gamification and the Quest  for Engagement:

In fact, Clyde says…give them the Kobayashi Maru of challenges.

Page 69: Games, Gamification and the Quest  for Engagement:

Suddenly, a voice appeared out of nowhere…the mysterious Learning Lady

Page 70: Games, Gamification and the Quest  for Engagement:

Challenge, Curiosity, Control, Fantasy, Cooperation, Competition and Recognition.

I saw her eyes in the shadows of the alley and she simply said…to motivate learners add …

Page 71: Games, Gamification and the Quest  for Engagement:

Hey, I know that’s Malone’s Theory of Intrinsically Motivating Instruction.

Yes, it is …. Ya’h sure about this “fantasy” thing?

Page 72: Games, Gamification and the Quest  for Engagement:

Fantasy provides two learning benefits...

Cognitively a fantasy can help a learner apply old knowledge to understand new things and help them remember the content.

Emotionally, a person can connect with the experiences and not bring with it “real-world” concerns or fears

Page 73: Games, Gamification and the Quest  for Engagement:

Then, suddenly, she emerged from the shadows.

I pictured you differently…

Page 74: Games, Gamification and the Quest  for Engagement:

Here are some more matches for your boss. She

smokes a lot.

She shouldn’t smoke.

Page 75: Games, Gamification and the Quest  for Engagement:
Page 76: Games, Gamification and the Quest  for Engagement:

Well, here is the next clue, do we :

Put the learner at risk. or Let the learner safely explore the environment.

Page 77: Games, Gamification and the Quest  for Engagement:

No risk, or danger equal no skin in the game.

Get the learner emotionally involved by putting him or her at “mock” risk.

Page 78: Games, Gamification and the Quest  for Engagement:

Losing (points, game)

Not Solving the Problem

Social Credibility

Recognition

Then they mysterious stranger started talking about what learners can “risk”…

Starting Over

Multiple Lives

Page 79: Games, Gamification and the Quest  for Engagement:

In games, failing is allowed, it’s acceptable, and it’s part of the

process.

Page 80: Games, Gamification and the Quest  for Engagement:

Also, failure or earned success can lead to emotion which can contribute

to Episodic Memory.

Page 81: Games, Gamification and the Quest  for Engagement:

Time for a recap with the boss…she looked a little frantic…she wanted to know one more thing.

Page 82: Games, Gamification and the Quest  for Engagement:

I want to know one more thing.

What game elements can engage learners?

Page 83: Games, Gamification and the Quest  for Engagement:

What game elements did we encounter today that can

engage learners?

Page 84: Games, Gamification and the Quest  for Engagement:

Any Others?

Page 85: Games, Gamification and the Quest  for Engagement:

Great stuff, you folks really seemed to have cracked the case as to what makes engaging

learning.

Page 86: Games, Gamification and the Quest  for Engagement:

Back to Clyde’s office, which note is right?

Page 87: Games, Gamification and the Quest  for Engagement:

Game Thinking

B)

Teaching knowledge, skills & abilities using a self-contained game.

A)

Using game-based techniques to engage people, motivate action promote learning & solve problems.

C)

Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.

D)

Application of different types of game-elements to propel a learner through content with no changes to the content.

Page 88: Games, Gamification and the Quest  for Engagement:

To sum it up, what have you learned today?

Page 89: Games, Gamification and the Quest  for Engagement:

Anything else you noticed?

Page 90: Games, Gamification and the Quest  for Engagement:

I thought my work was done but then….I found another pack of matches on my way home…

Page 91: Games, Gamification and the Quest  for Engagement:

But we’ll have to leave that mystery for another presentation….

Page 92: Games, Gamification and the Quest  for Engagement:

One last thing…Design Takeaway Challenge.

Page 93: Games, Gamification and the Quest  for Engagement:
Page 94: Games, Gamification and the Quest  for Engagement:

1) Story/Genre

2) Polling/Audience Input

3) Points/Winners/Teams

4) Mystery/Curiosity

5) Pre/Post Test

Page 95: Games, Gamification and the Quest  for Engagement:

QUESTIONS?

Page 96: Games, Gamification and the Quest  for Engagement:

The End

Page 97: Games, Gamification and the Quest  for Engagement:

Credits:

Detective Artwork Courtesy of Vanessa Bailey

Flow Diagram by Kristin Bittner

Typewriter and Mysterious Eyes are Clip Art

Audience Response Devices by TurningTechnologies

Demo of Gamification Software by MindTickle