Worth Repeating: Deterding’s 9.5 Theses on the Power and Efficacy of Gamification

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There seems to be continued confusion about the distinctions between games, gamification, and game based learning. This talk by Sebastian Deterding is now several years old, but it’s as relevant now as it was then. This talk focuses on gamification; what it is, what it isn’t and what is needed for meaningful gamification.

The embedded video below is only part of it. Go to the original site here to see both the talk and the slides simultaneously.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Worth Sharing: Predator Friendly Ranching …: Puppy talk and how it relates to LGD

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2015-09-29_16-26-45This is a very well-written post. The advice applies to other breeds besides livestock guardians too!

Source: Predator Friendly Ranching …: Puppy talk and how it relates to LGD

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Gamification 101[18]: End of Week Three

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This is Part 18 in my continuing saga of my current iteration of a gamified course.

Most of my students are well on their way. We have spent a lot of time talking about the way the course is organized and the tools we are using. While it may seem we are spending a lot of time on administrative stuff, they are actually learning about shared folders, the nature of URLs, spreadsheets, collaborative documents, email etiquette, and more. All of it is just-in-time learning that has immediate practical application.

The nature of the course design is part of the course content.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Worth Sharing: Digital badges hit the big time in higher ed

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summit-badgesIt’s not the badges that are meaningful – it’s what they represent. If the the thing they represent is meaningful then the badge is meaningful. It also helps if the badge is recognized as a form of credential.

Interesting that this comes across my feed in the same week that I get a notice from Michigan State (where I did my Graduate Certificate in Serious Game Design and Research, from Department of Telecommunication, Information Studies and Media) that they are offering badges too. I’ll show them to you when I get them. This also relates to yesterday’s post on how institutions can become gamified – in part by doing exactly this.

While digital badges may sound like overshared gimmicks from the latest trendy game or social network, they have become serious commodities in the world of college credentials.More institutions no

Source: Digital badges hit the big time in higher ed | University Business Magazine

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Worth Sharing: Doing Educational Gaming Right

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A few weeks ago, I had the pleasure of playing Upper One Games’ Never Alone, or Kisima Injitchuna. It was a relatively simple puzzle-platformer game that on the merits of gameplay doesn’t do anything too drastic from the norm. However, what the game did do incredibly well was teach me something new.

Source: Doing Educational Gaming Right

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What Could Be Gained If Every Course at Your School Were Gamified?

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Source: Unknown

Source: Unknown (if anyone knows the source of this image, please let me know so I can credit them)

What if all instructors could access the students’ badges (or other credentials). This could ultimately have far-reaching implications for how students earn credit, what kind of work they are required to do in their classes, and more.

I once designed an inquiry-based intro to programming course and in order to give my students as much freedom as possible I started by defining – in detail – what they needed to know at the end of the course. Then I created a big rubric spreadhseet and that became how I tracked their progress.

Aside from ego issues between departments and individual instructors (which are considerable, but not insurmountable) it would be possible to create an institution-wide system that does something similar. It’s all a mater of scale, really. We’d still teach courses, but those courses would now be defined with respect to a degree defined by competencies rather than by courses.

This falls in line with what Charles Reigeluth is talking about with his paradigm shift. I’ve talked about how gamification fits in here, and this idea seems to me like a natural evolution of that. While there are some things that are truly new in gamification, much of it isn’t, but it is a handy, unifying concept that brings together a bunch of design ideas that have been kicking about separately.

 

Until now.

There are a whole host of ways that this can be implemented. I’ll talk more about those in other posts (when I’m not rushing to get ready for class).

References

Katrin Becker (2004) Reconciling a Traditional Syllabus with an Inquiry-Based Introductory Course The Journal of Computing Science in Colleges Volume 20, Number 2, December 2004, pp 28-37 Consortium for Computing Science in Colleges Northwest Conference, October 8-9 2004, Salem, Oregon


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Gamification 101[17]: What Does a Gamified Grading Application Need to Have?

Approximate Reading Time: 3 minutes

This is Part 17 in my continuing saga of my current iteration of a gamified course.

As I’ve said before, current course management systems don’t have the flexibility required to accommodate a gamified design such as mine (here and here). Currently I, using Google Sheets, which works pretty well, but the set-up is quite onerous – I have to create a master grading sheet by importing information from each student using importrange. So far I’ve been OK, but you can only do 50 of these in any given spreadsheet, so if I ever have more than 50 students, I’ll need to think of another way. Plus, I need to handle changes in the class list (adds and drops) myself. It would really make a big difference if all of this could be done automatically.

You seen the student quest logs and scorecards. Here’s an example of what the master grade book looks like.

snap02080

Each line is a different student. Each column on the right side represents their score for the quest category.

So, what do we need in a gamified grading application? Note that NOWHERE does it say anything about percentages. It is assumed that the total of all the XP will add up to more than is needed for a perfect score. This description will probably evolve as I gain more experience, but here’s what I have so far:

  1. Themes to customize the look and feel of the game system.
  2. A connection to the schools official enrollment lists
    1. So students can be added or deleted as necessary.
    2. So student profiles can be maintained across all courses.
    3. So instructors can access the students’ badges (or other credentials). This could ultimately have far-reaching implications for how students earn credit, what kind of work they are required to do in their classes, and more).
  3. A way to describe the course content using a mapping similar to this.
  4. A way to define the quests. It mush include the following attributes:
    1. Quest Category – default – none
    2. Quest name –  required
    3. Repetition name (and description) – optional (this allows me to created additional quests in the same set but require them to do a maximum of, say 4 out of 6 choices. – default=1
    4. Minimum repetitions (for setting required quests). – default=0
    5. Maximum repetitions. – default = how ever many there are in the series
    6. XP per repetition. – required
    7. Whether or not this quest has an expiry or best before date, and what that date is. (Expiry means it won’t be marked after the ‘due’ date, whereas a best Before Date means that they won’t get the bonus associated with the quest. – default=no
    8. The value of the bonus. – default=10% of XP
    9. Which, if any quests are required in order to unlock this quest (I don’t currently have a good way to do this so I don’t. This must be connected to the system that serves up the quest descriptions.). – default = none
    10. Whether or not this quest requires a minimum level in order to unlock it (I don’t currently have a good way to do this so I don’t. This must be connected to the system that serves up the quest descriptions.). – default = none
    11. A way to connect each quest (or repetition) to a course content node. – default none.
  5. A way to connect multiple students to the same quest so that when one gets assessed, they all get assessed. It must be possible to override this in case students need to be assessed individually.
  6. A way to define a mapping of points to levels.
  7. A way to define a mapping of points to a letter grade.
  8. A way to create badges and to define the criteria for earning those badges. This could tap into the OpenBadges system if desired.
  9. A scorecard (template provided) for each student.
    1. This is where the grading criteria for each quest are defined. Rubrics should be allowed but not required.
  10. A quest log for each student. This gets generated from the information in #1.
    1. Must be editable by the student.
    2. Must allow me to add columns for additional links, etc.
  11. A master grade book (view) so I can see everyone at once.
  12. A leaderboard. It should create a new column in the leaderboard at the instructor’s request using data from the master grade book.
    1. A way to describe the desired progression through the course – I.E. how many XP, and what level should they be at at specific dates.  – default = simple steady progression.

That’s all I have for now. I will add more to this list as I think of it. Check back from time to time to see how this evolves.


gamificationIf you are interested in following my course journal, watch for the “Gamification 101” heading.

Also, for more information on gamification, check out my website here.

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Is Your Great New Instructional Strategy Simply Exchanging One Group of Disengaged Learners for Another?

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2010-08-20_16-56-10_wmI’m really glad that some people are finally starting to realize the value that introverts bring to the table (The Power of Introverts: A Manifesto for Quiet Brilliance; The Benefits of Being an Introvert; ).

Yesterday’s post highlighted the current trend for teaching strategies that cater to extroverts, often to the detriment of introverts.

Many of those who advertise gamification as the latest panacea for ‘driving’ engagement from customers and employees alike seem to fail to realize (or simply don’t care) that many of the elements of gamification they are touting involve EXTRINSIC motivation. These kinds of strategies cater to extroverts and can actually drive introverts away.

I really wonder how often it happens that some new educational fad gets implemented without ever really considering the effect it will have. I really doubt that most of them are actually tested or researched before some TED talk or some Ed “guru” tells us that this is what we MUST do.

The education classes I took when I was doing my PhD were all heavily tipped towards collaboration and in-class group activities. There really was little recognition of any other valid way to learn (after all they were teaching us the “right way” weren’t they?), and very little accommodation for different styles.

It’s worth considering.

Which of the current “trends” in education cater to one type of person in favour of another?

Collaboration? Flipped Classrooms? Discussions? Badges?

What might the long-term effects be of that? In other words, what might the long term effects be of disengaging introverts while catering to extroverts? It’s one thing to employ a teaching strategy because it will teach them something, but it’s another entirely to do it because you think it’s “better” for them.

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