Meaningful Gamification in HE? Slides from GameScope Conference
-
Upload
rikke-toft-noergaard -
Category
Education
-
view
747 -
download
0
Transcript of Meaningful Gamification in HE? Slides from GameScope Conference
Meaningful gamification in HE?
Case: The performance of theory through gameful design with robots
Rikke Toft Nørgård, Associate professorClaus Toft-Nielsen, Assistant professor
Gamification: Gartner’s hype cycle & eLearning predictions hype curveQuestion: Can we avoid making the same mistakes all over again when it comes to gamification in education?
Gamification & gameful design?Gamification: “The use of game design elements in non-game contexts” (Deterding et al. 2011). A set of concrete, specified means. ⇒ Adding a gamified layer / gamification plugin on top of an existing activity: PBL-gamification. Or: “Chocolate-covered broccoli 2.0”.
Problem: Point-based incentive systems can undermine internally motivated learning.
Gameful design: Defined by an end; the design of affording “gamefulness” - the experiential qualities characteristic for gameplay - in non-game contexts. (Deterding, 2015).
From surface level structures to teacher/student-centered, motivating and enjoyable interactions & experiences: Valuable and meaningful gamification.
Meaningful gamification in HE? Shulman’s signature pedagogy as possible lens
Sign
atur
e pe
dago
gy
Surface structures: materials & ‘what
goes on’Deep structures:
experience & ‘how to do’
Implicit structures:habits, ethics & ‘why
this’
Pedagogical
patterns: mechanic
s of teaching
Signature pedagogy: methods of
teaching e.g.
GAMIFICATION
Pedagogies of formation:
experiences of education
shaping the student’s head,
hand & heart
“Signature pedagogy in
the professions” (Shulman,
2005)
Gamification beneath the surface?Signature pedagogy as a framework for meaningful
gamification in education
Play/Game design & artifact e.g. codes, markers, Ozobots / making games or teaching with game jams
Playful / Gameful interaction & experience e.g. 4C’s of 21st century education / Bloom & Dettmer
Pedagogy of formation: e.g. lusory attitude / foster engaged criticality & creativity
Implicit structures The WHY of gameful HE
Surface structures The WHAT of gameful HE
Deep structures The HOW of gameful HE
The practice of gameful design? Ozobot Theory JamThinking about gamification in HE through the lens of signature pedagogy
Implicit structureWHY?
Surface structureWHAT?
Deep structureHOW?
The experience & interaction of gameful academia WHAT & HOW: Critical creative
game-making to discuss theory through collaborative game jams with robots
WHY 1: To make students engaged in theory through game-making & realize the impact of theoretical perspectives on their thinking
WHY 2: Establishing a magic circle and lusory attitude & approach in HE beyond surface gamification & high-score thinking
Designing for playful educationA signature pedagogy for meaningful
gamification in HE?Research Education
Culture Society
Business Innovation
More than permanent markers and Ozobots● Ozobot Theory Jam (3 hours)● Pokemon Go: ReThink (1 day)● Open Game//Play Education Lab (1 week)● Coding Pirates GameDev (12 weeks)● Game.Play.Theory Gametalk@Dokk1 Seminars
(course)● Game.Play.Design Public Exam Exhibitions (course)● House of Game//Play (ongoing)
● Age: From cradle to coffin (beyond stages)● Sectors: Third space innovation (beyond the
institution)● Levels: From values to visions to missions (beyond
the surface)
Want to know more?
Rikke Toft Nørgå[email protected]@RikkeToft N
Claus [email protected] @ToftClaus
.
ReferencesDeci, E. L., Koestner, R., & Ryan, R. M. (2001). Extrinsic rewards and intrinsic motivation in
education: Reconsidered once again. Review of educational research, 71(1), 1-27.Deterding, Sebastian. "The lens of intrinsic skill atoms: A method for gameful design."
Human–Computer Interaction 30.3-4 (2015): 294-335Deterding, Sebastian, et al. (2011) "From game design elements to gamefulness: defining
gamification." Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. ACM, 2011.
Dettmer, Peggy (2005). "New blooms in established fields: Four domains of learning and doing." Roeper Review 28.2: 70-78.
Hamari, Juho, Jonna Koivisto, and Harri Sarsa (2014): "Does gamification work?--a literature review of empirical studies on gamification." System Sciences (HICSS), 2014 47th Hawaii International Conference on. IEEE,.
Hicken, Andy (2015): ”2016 eLearnign Hype Curve Predictions”. Visited May 31. 2016. http://www.webcourseworks.com/2016-elearning-hype-curve-predictions/
ReferencesKapp, Karl M. (2012): The gamification of learning and instruction: game-based methods
and strategies for training and education. John Wiley & Sons.Niman, Neil B. The Gamification of Higher Education: Developing a Game-based Business
Strategy in a Disrupted Marketplace. Palgrave Macmillan, 2014.Nørgård, Rikke Toft & Toft-Nielsen, Claus (2016): “Future Gamers as Gamethinkers and
Gametinkerers: Children’s own gameplay and gamedesign practices as creative and critical reflections on the state of games”, accepted paper to be presented at Future and Reality of Gaming Conference 2016 (FROG’16), Vienna, 23rd of September.
Nørgård, R.T., Toft-Nielsen, C. & Whitton, N. (2016): “Playful teaching between freedom and control: exploring the magic circle in higher education”, accepted paper to be presented at Society for Research into Higher Education Annual International Research Conference 2016 (SRHE’16), 7-9 december, Celtic Manor, Wales
Shulman, L. S. (2005): “Signature pedagogies of the professions.” Daedalus, 134:3, pp. 52-59
Walz, Steffen P., and Sebastian Deterding. The Gameful World: Approaches, Issues, Applications. Mit Press, 2015.