Happy New Year! (A.K.A. Start of the Schoolyear)

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01-09-1_wmAs long as I can remember, September has been the start of the school year. It’s always exciting and filled with new hope and opportunities. Fresh paper; new pencils and all that.

When I was a student,I always looked forward to the start of the year, even that feeling didn’t last. As an academic, I still look forward to the start of the year – it’s my chance to learn (yup, even as an academic, I look forward to learning new things), to improve on things I’ve been doing and to share some of what I have learned. As I get older, I’ve found that what I share includes more about life and how to have a good one than it did when I was young. I include thoughts on learning to BE and not just learning ABOUT.

1986-06-007-adam4_wmMy youngest child (of three) moved into the residence at his school the other day.

It’s a time to reflect on how proud I am of all my children. I was far from perfect, but for the most part, we prepared our children well.

How are you preparing your children? Are you letting them become adults? Did you structure their lives in such a way that they rarely had any free time? You’re not doing them any favours.

 

There’s a lovely CBC radio bit on this here: How helicopter parents hover over campuses

I think about this in relation to my own children, but I also think about this because I am about to meet a new crop of students – many of whom are just staring their adult lives.

I wonder how many parents I will meet?

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A Gamified Instructional Design Model for University Courses

Approximate Reading Time: 12 minutes

I thought I’d take a wee break from the Gamification 101 posts to post a paper I wrote describing a gamified ID model. Gamification is still relatively new – far too new for there to be any decent guidelines for how to go about designing instruction this way. I will likely re-vamp this paper at some point and publish it somewhere, but in the meantime, I thought at least a few people might find it useful (If you do, by the way, drop me a line!)

Abstract

In his landmark paper describing what the new post-industrial paradigm of instruction should look like, C.M.Reigeluth outlines 8 core ideas:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

Most of us would acknowledge that people learn at different rates and have different learning needs, but most of our courses continue to enforce a lock-step progression of topics and assignments that is much better suited to an industrial style of teaching and learning than a 21st century one. Reigeluth’s new paradigm calls for radical transformation and while that may well be justified, radical change to our institutional structures is unlikely to happen, at least not in the near future. What then can we do in the meantime? Gamification is a pedagogy that can be implemented without the need for institutional systemic change. This paper examines Reigluth’s core ideas and proposes a variety of changes that can easily be implemented in the classroom to address them. It then presents an instructional design model that can be used to guide the design and development of a gamified course.

Introduction

Formal education needs to change. In a spell-binding rant at the opening plenary of the 2004 Education Arcade, Brenda Laurel made the claim that North American public education is primarily about the following:

  1. Socialization: read- entrainment to authority.
  2. Babysitting- so parents can work.
  3. Training future workers- to create an efficient under class of workers.
  4. Teaching good test-taking behavior.

Further, she asserted that formal education was hierarchical, authoritarian, and did not encourage personal agency [2]. While we may not feel quite as strongly as this, there is an element of truth in Laurel’s rant, and even though these claims are more than a decade old, in many ways, little has changed. As one of the best-known current educational theorists, Charles Reigeluth has in recent years focused his attention on the kinds of systemic changes needed to implement a post-industrial education system that can meet modern educational needs [1]. It turns out that a gamified model of designing instruction can address Reigeluth’s requirements. Whereas the traditional industrial-age approach to formal education is largely focused on factual knowledge, competition, and compliance, the post-industrial model should focus on problem-solving, cooperation, and personal ownership of learning.

Gamification can be broadly defined as the application of game features and game mechanics in a non-game context, but gamification does not typically include using actual games. Like most new approaches, it has both champions and detractors. Vocal critics such as Ian Bogost complain that gamification often takes “the least essential aspects of games and presents them as the most essential.” He describes it as little more than ‘pointsification’ designed to motivate participants with superficial rewards and refers to it as exploitationware [3]. This simplified application of the concepts is typically embodied in what others refer to as ‘PBL’, which stands for “Points, Badges, and Leaderboards”. Charles, Charles, McNeill, Bustard and Black [4] simplify the term even further to awarding “points to students for the successful completion of tasks throughout the course of study”, but this can easily degrade into nothing more than a translation of letter grades to points. Gamification need not be trivialized in this way. In fact, the concept of gamification has far more potential than that promised by slick marketing or superficial applications. When one looks more closely, one finds that many of the ideas described as part of meaningful gamification are not new at all and the author suggests that this new term can be quite useful. Gamification can be used to describe the collection of strategies that together can create the kind of post-industrial paradigm of education that Reigeluth says is needed.

Gamification and Reigeluth’s Paradigm

While many aspects of gamification are *not* new, some are, and when taken together they create a pedagogy that could qualify as one of Reigeluth’s post-industrial paradigms.  Gamification, done right, addresses all eight of his core ideas.

Learning vs Sorting

It can be a real challenge to create an environment that focuses on helping students learn rather than sorting them into those who can and those who can’t, especially in university classes with large enrollments. The idea of designing instruction and assessment to foster learning rather than simply sorting students is really the core idea that underlies the other seven. We have been sorting students in formal education for a very long time, and it is known that a student’s grades affect their likelihood of either staying in or transferring out of a particular program [5], and a student’s sense of belonging can profoundly affect their persistence and retention rates [6]. Giving them choices and providing opportunities for students to take control of their own learning gives them ownership of their grades and a sense of being an active participant rather than just the recipient.

Learner Centered vs Teacher Centered

McCombs and Whisler [7] define learner centered as: “The perspective that couples a focus on individual learners (their heredity, experiences, perspectives, backgrounds, talents, interests, capacities, and needs) with a focus on learning (the best available knowledge about learning and how it occurs and about teaching practices that are most effective in promoting the highest levels of motivation, learning, and achievement for all learners)” (p. 9). Students who are permitted the opportunity to choose and control their learning report higher motivation, greater commitment, deeper involvement, and more strategic thinking [8, 9]. There are a number of ways of providing choice, such as being able to choose which problems to complete, variations on specific problems, allowing for resubmission, proposing work not assigned, and the relaxation of strict deadlines [10]. Games rarely require the player to complete all challenges perfectly in order to win. A key aspect of a pedagogically gamified approach to providing choice would to provide students with a greater number and variety of tasks to complete than are needed for a perfect score. In the most recent gamified course taught be the author a perfect score was deemed to be 1000 points (for ease of translation to the university’s standard grading scheme), but the total number of points possible if students were to complete everything perfectly was over 1500 [11].

Doing vs Listening and Watching

As much as possible, students should spend their time learning by doing rather than listening to lectures, reading textbooks, and watching others. Sometimes teaching via lecture, assigned reading, or video is appropriate, but it is far too easy to simply choose a textbook and then follow that chapter by chapter. We need to focus on what students can do – beyond writing exams – to demonstrate their mastery of the subject matter. Assignments (quests) should focus on what students can do to demonstrate mastery of the material rather than simply being able to repeat what they’ve been told.

Attainment-Based vs Time Based

The idea behind attainment-based instruction is that students move on to a new topic or competency when a standard of achievement has been attained, rather than when a certain amount of time has passed. Along with that goes the notion that students should be allowed to move on as soon as they have mastered it and that students can remain with a topic until they have mastered it. In this way students are not made to waste their time. This form of progression is the norm in games. In a typical game players start with a score of zero. Contrast that with a typical course where, whether it is stated explicitly or not, most students go into a course imagining they have an ‘A’, and every time they earn less than a perfect score on something, they see it as having done something wrong. In a gamified course, all students start off with a score of zero, and everything they do adds to their score. If they blow an assignment they simply earn fewer points and must re-do it, or do something else to earn the points they need. There is no one thing they can do that will prevent them from earning an ‘A’. this has a profound impact on the risk associated with any individual item and often results in students trying things they might otherwise not, which can in turn result in students actually learning more.

Customized vs Standardized

This idea should include customized content as well as customized methods. It is often not practical to do this individually in a large class – although it is possible in smaller classes. It is possible however to set up a collection of content, methods and work that allows students to choose from a variety of tasks. It is also possible to support a variety of paths through the course content. When a game is designed it usually gets laid out in a map according to the places the player can access or the regions on the game world. Each “node” in the map is a place where the player can do something. All eventually lead to the final challenge of the game. Sometimes you can go directly to the end game but players will rarely have the skills and assets they need in order to meet the final challenge. We can take this same approach to the design of allowable paths through a course. Although most of us learned our disciplines through lectures and textbooks that were organized linearly (see Figure 1), there is nothing inherently natural about this approach. If we consider the actual dependencies of various topics and concepts, we can use that to create a flexible learning path (Figure 2). Clearly, some topics must be addressed in a specific order, but others may be order-independent, and some will be required while others can be optional. This has the added benefit of making relationships between the various topics explicit.

679-course-map-old

Figure 1 – Typical Course Structure

679-course-map

Figure 2 Gamified Course Structure

Criterion Referenced vs Norm Referenced

Norm-referenced assessment is still the norm (pardon the pun) in many, if not most university classes. We have come to assume that letter grades should be allotted to students based on a statistically normal distribution, but what if everyone in the class manages to meet the stated course objectives? Criterion referenced assessment involves an independently determined set of standards for achievement. So long as the student meets the criterion, they should earn the grade promised. In a typical course when a student earns 65% (which is a pass in most institutions) it is meant to imply that they have mastered approximately 2/3 of the course content, but is this really true? In a course where 60% or more of the final grade comes from exams their grade is in fact only a measure of the percentage of the content of the exams that they have mastered. Of necessity the exams include only a fraction of the course material that was taught. In a gamified design students are assessed on the work they do over the term, and although final exams are still possible, they should could towards the final ‘score’ in the same way as all other work. If students manage to earn 1000 points throughout the term, then why should they be made to write a final exam? Haven’t they already demonstrated their mastery of the material? We of course still want to retain rigour & accountability but that can be done by setting appropriate standards for the work that is submitted.

Collaborative vs Individual

For the rest of their professional careers, most graduates will be working in teams rather than individually.  We need not only to provide more opportunities to allow them to work in teams, but we must help them learn how to work in teams and find better ways to assess their team work. With tools such as Google Drive that supports collaborative work and that has the ability to track who does what, it is easier than ever before to allow encourage group work while still monitoring individual contributions.

Enjoyable vs Unpleasant

Students deserve transparency in the way they are to be assessed. In fact, there are two key questions to which every student should be able to expect an answer when asked to perform some learning activity: 1) “Why am I doing this?”, and 2) “What is this good for?” That is not to say that each requirement must be immediately applicable in a practical sense, but it does mean that instructors should be able to help students “connect the dots” from what they are learning now to something that will be of practical use eventually.

If we put all of these ideas together, we end up with a model that is very like the way many games are set up, and, just like a game, this requires that the bulk of the course be designed before the course begins. The following is an instructional design model that outlines how this can be done.

A Gamified ID Model

Many course designs in science faculties have a very similar course structure: there are 5-6 assignments, due roughly every two weeks, one or two midterm exams and a final. There may or may not be a major paper or project and there may be a small variety of ‘small-value’ items such as quizzes and short exercises. A gamified course design can still include all of those things, but the way in which the grades contribute to the final score is now cumulative rather than having each score be distinct. This requires that there be more opportunities to earn marks than are needed for a perfect score. Figure 3 outlines an instructional design model that supports a gamified course design.

gamified-id

Figure 3 Gamified ID Model

Determine Needs, Learner Characteristics: In many university courses, this phase of the design will likely already have been decided, but it is often beneficial to state what you know, which can then be revisited in subsequent designs to make sure it is till appropriate.

Determine Instructional Objectives: This part may similarly be mandated and you may have no choice, but as with the previous phase, it can be very helpful to write it down in black and white.

Map out Learning Path: By mapping out the topics and concepts as a set of interrelated nodes rather than a linear progression of topics, we can create multiple paths through the course material allowing students to plan their learning. Mapping out our courses in this way has several effects:

  1. It releases us and our students from the lock-step progression through content. This was never a reality anyways – people learn at different rates so people will always be at different places.
  2. The relationships between the nodes are now determined by content rather than time.

Each node in our map will ultimately have various learning tasks (quests) and resources associated with it.

Mise-en-scène & Narrative: Plan Time, Space, Resources: Mise-en-scène means ‘setting the stage’ and in our context refers to those aspects of the course design that include such things as the vocabulary we use and whether or not we will create a narrative. Many gamified courses include an overarching narrative for the course [12], but this is not necessary in a gamified design and in some cases can be detrimental. English courses provide a natural environment for the use of a narrative, but something like a chemistry or education course may not. If a narrative appears contrived, it can result in students feeling disengaged from the course. However, if a narrative is to be used then we will need to develop that as well.

The next four ‘phases’ should be completed simultaneously as they are all interrelated.

Develop Instruction & Select Instructional Strategies: Instructional strategies are the approaches you plan to take to deliver the content and to engage students with the material so they are able to meet the course objectives. This also includes developing or gathering the various resources that students will be able to access, such as PowerPoints, websites, examples, and so on.

quests

Figure 4 – Quests for a 1st Year Introduction to Computers course.

Develop Quests & Reward Structure: An important aspect to recognizing competence is acknowledging that if you really want to recognize and encourage learning, then you must give your students sufficient opportunity to try.

This includes allowing them to re-submit work if it was not done well enough. In almost every other learning endeavor, we keep trying until we get good enough to succeed. When learning to walk we fall down and get up again, many, MANY times. Why then do we so rarely give our students opportunities to fix their work and have it re-assessed? The author has been allowing re-submission of student work for nearly 20 years – in classes that range from 6 – 250 students [10]. A very small percentage (< 10%) of students actually re-do something, so it really doesn’t add much to the instructor’s workload. It does however, require that assignments are marked and results returned quickly. Here again, there are ways to set up submissions so that accessing them for assessment is fairly straight-forward.

Figure 4 shows a summary of the quests and their scores for a course the author designed and delivered in 2013 and 2014. Note that there are a wide variety of quests (=assignments). The “Item Max Count” indicates how many times a particular task can be repeated for marks. Each repetition must be distinct, and students must attempt each kind of task at least once. This ensures that all students end up with a variety of experiences that cover the course content without skipping any parts.

Conclusion

This kind of course design requires significant up-front preparation, but once complete it does not take more of the instructor’s time than a more typical course. The author has taught courses using this design a number of times, and while the marking load is constant throughout the term, with appropriate technology (such as Google Apps) for scoring and communicating with students, the actual load is not appreciably heavier than in a traditional class.

From the student side of things, they also have some adjustments to make. This design requires them to take ownership of their own learning. They will need to work to motivate themselves. They will also need to learn to manage their time and sometimes strategize to choose the tasks that will benefit them the most. Many students report that they really like the freedom that this design affords them. They can work ahead when they have time and are free to focus on other courses or personal matters when necessary. There are a number of students who have difficulty with the freedom this design affords and who need more structure, but even most of those have reported that they like the design.

References

[1]           C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.

[2]           J. P. Gee, W. Spector, B. Laurel, W. J. Au, and H. Jenkins, “Opening Plenary: Are Games Educational?,” in Games in Education Conference, ed. Los Angeles, CA: MIT, 2004.

[3]           I. Bogost. (2012, Oct 2, 2012). Persuasive Games: Exploitationware. Gamasutra. Available: http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php

[4]           D. Charles, T. Charles, M. McNeill, D. Bustard, and M. Black, “Game-based feedback for educational multi-user virtual environments,” British Journal of Educational Technology, vol. 42, pp. 638-654, 2011.

[5]           P. Arcidiacono, “Ability sorting and the returns to college major,” Journal of Econometrics, vol. 121, pp. 343-375, 7// 2004.

[6]           E. Kim and J. P. Irwin, “College Students’ Sense of Belonging: A Key to Educational Success for All Students by Terrell L. Strayhorn (review),” The Review of Higher Education, vol. 37, pp. 119-122, 2013.

[7]           B. L. McCombs and J. S. Whisler, The learner-centered classroom and school : strategies for increasing student motivation and achievement, 1st ed. San Francisco: Jossey-Bass, 1997.

[8]           R. W. Adler, M. J. Milne, and R. Stablein, “Situated motivation: An empirical test in an accounting course,” Canadian Journal of Administrative Sciences, 2001.

[9]           K. Peer and M. Martin, “The leaner-centered syllabus: From theory to practice in allied health education,” The Internet Journal of Allied Health Sciences and Practice, vol. 3, April 2005.

[10]         K. Becker, “How much choice is too much?,” SIGCSE Bull., vol. 38, pp. 78-82, 2006.

[11]         K. Becker, “Gamification: A Different Paradigm of Pedagogy,” 2014.

[12]         L. Sheldon, The multiplayer classroom : designing coursework as a game. Australia ; Boston, Mass.: Course Technology/Cengage Learning, 2012.

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Can a serious game still be effective if no-one plays it?

Approximate Reading Time: < 1 minute

I’m not sure how I feel about putting a cutsie skin on tetris when the blocks are made to represent slaves (i.e. people) and the ‘board’ is a slave ship. I think I get the idea they are trying to portray – maybe it’s enough just to see the concept without actually playing the game?

The story of an accidentally cringe-worthy children’s game about the Atlantic Slave Trade.

Source: The Rise and Fall of “Slave Tetris”

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Gamification 101[9]: Coming Up With New Quests

Approximate Reading Time: 4 minutes

This is Part 9 in my continuing saga of my current iteration of a gamified course.

quests-2It occurs to me that it might be worth spending a little more time exploring the process of coming up with new quests. I spend a great deal of time doing that when I first designed this course and had a lot of fun doing it.

Giving these different names to my assignments somehow disconnected me from what I had been doing (a good thing after 35 years of teaching). By the way, I should say  right up front that I’m pretty sure I could never have done this when I was new to teaching. Here are a few guiding questions that might help you come at the process of designing assignments a little differently.

Questions to ask yourself:

  • What do people in your field need to be able to do?
  • What skills and knowledge do they need (and which might be appropriate for the current level of learners)?
  • Are there any bigger tasks you can break up into smaller pieces? (Big projects are fine, but we should also be giving them littler things they can do to earn marks.)
  • Are there any traditional assignments that can be modified or broken up into smaller bits?
  • How can you make them more fun / playful?**
  • Once you have a task picked out, which course objectives does it address, and in what way? (This is really important. The things your students are asked to do should be connected to the course goals in clear ways.)

Like I said before, using MMO quest categories to classify my assignments has opened up possibilities I had not considered before ( – notice I am using assignment / learning task / quest interchangeably. In the end, I don’t care what my students want to call them as long as I know what they’re talking about, AND as long as they do them.)

Here are a few more examples of MMO quests and possible assignment equivalents. In each case, look at the MMO description of the quest and see if you can think of some additional task that fits your course that could be described that way.

If you think of any to add, please post a reply!!

  Usual Meaning: Possible Learning Tasks:
Achievement The quest is to reach a certain achievement, such as a particular level or craftskill rank. These would be the kinds of assignments / learning tasks that are typically given out as “regular assignments”. These are typically not repeatable (i.e. learners can submit ONE per course), and would normally be worth 5-10% of the final course grade. In a gamified course, these are also not repeatable, and in a 1000 XP course, would be worth 50-100XP.
Boss Battle The boss in a game is a major opponent, so the boss battle is the on fought against that major opponent. It is often necessary to reach a certain level of achievement or gain a minimum amount of experience (sometimes by challenging lesser opponents) before one is allowed to enter into a boss battle. This should be something relatively unique as well as something that can normally only be attempted after a certain level of achievement has been attained or after a certain amount of time has passed. A final exam is a good example of a boss battle.
Chain A quest that is part of a chain must be unlocked by first completing previous quests in the chain. A series of quests that must be completed in the order specified.
Collection Collect X of Y: A character is tasked with finding a certain number of objects of a certain type to continue the quest. This will be some sort of data gathering activity, such as creating a class poll. In that case it would include mounting the poll, collecting data, and analyzing and reporting on the results.
Craftskill In order to complete the mission something needs to be crafted by the player (or developed by some kind of craftskill). The nature of the ‘craft’ will vary depending on the course being taught. It should be something that is an appropriate ‘craft’ for the topic of the course. For example, creating an avatar might be an appropriate craft in an online course, a drawing might be appropriate in an art class, and a program might be appropriate in a computer programming class. To determine what kinds of things could be crafts in your course, ask yourself what your learners can make.
Delivery The quest giver wants something delivered to someone else. OUT-OF-CLASS: This will usually be a request to find out more information on a topic or concept and to prepare something that can be shared with the class. It will be something done outside of class time. It will normally be assigned in on class and then examined in a subsequent class. It will likely be some sort of GoogleDocs Exercise; e.g. Share a link; answer a question
Fetch Find an item, weapon or key and bring it to someone or something. Retrieve a link, image, article, or other resource.  Bring something to class to share.
Persuasion Convince an NPC of a certain position, using dialog. Write a reflection to an article/video/etc. Write a position paper on some topic.
Talk -To Talk to a given NPC. This can be used for class interaction or communication, such as commenting on a post or article written by another player.
Test of Lore Listen to an NPC and answer the questions correctly. Quiz or test.
Timed Complete the objective in the given amount of time. These are quests that will have a natural expiry date, such as posting an Introduction to the Group.

** NOTE: Be very careful about trying to make things funny or playful. Fun is one of those things that tends to be very personal, so your idea of fun may not be your students’ idea of fun. I’m sure many of us can remember those teachers or professors who seemed to be hugely amused by the things they did or said, and we thought they were lame, or worse yet, disturbing.


 

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[8]: The Iterative Quest

Approximate Reading Time: 2 minutes

This is Part 8 in my continuing saga of my current iteration of a gamified course.

So far I have talked about deadlines, the difficulty of modularizing, scoring, and the quests.

questsI finished reviewing my quests from the last year.

Most of them are still fine.

A few needed a little tweaking. Many of the standard and mini quests are repeatable, meaning the student can submit more than one for marks, but they need to be different. For example in the collection quest, they can create up to four different polls and submit them all. I had intended for each to be done using different software (although they can use Excel to do the analysis on all of them). Last year a lot of students used the same software for all of their polls and used questions that were very similar in type. I need to make it clearer that I mean for them to do each one differently.

As a result of a Google Summit I went to in August, I decided I wanted to try an iterative design for one of the quests – you know, where the student hands in a partially completed work, I critique it, they fix it, add some more and then submit it again.

It occurred to me that we don’t often do that with our students. Most of the time we give them assignments that they hand in, and then we mark them and give them back. Occasionally we give out assignments that have a few milestones they must meet, but we rarely give them something back, ask them to fix it, and then mark it again. We do that sort of thing all the time when we publish papers. I went many rounds with both my thesis proposal and my dissertation. As academics, we are used to taking “notes” (as they say in the entertainment biz.), but we don’t usually do that to our undergrads. I think we should – not all the time, but sometimes.

SO, I modified my website assignment to make them submit a draft, then the first iteration, followed by two iterations before the final version. Almost 1/2 the points are going to be connected with how well they have incorporated the suggestions.

I’ll let you know how it goes.

One of the really fun parts about this model for quests and points is that it really frees me to include a wide variety of tasks. We really don’t give them very many distinct experiences when it comes to asking them to do work and assessing it. I know it’s way easier to recycle old assignments (sometimes for decades), but we should really be trying to think of stuff that’s new and interesting.

We often justify hard deadlines for assignments by saying that students need to work to deadlines. That is absolutely true, BUT, don’t they also need to learn to work when there are NO deadlines? When do we teach them that?


 

Defn: Notes – the meeting a director usually has after a rehearsal or performance
to tell the cast and crew how he felt about their performance and to make
any changes he may think are necessary


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[7]: About Those Quests

Approximate Reading Time: 3 minutes

This is Part 7 in my continuing saga of my current iteration of a gamified course.

It’s time to talk about the quests. Let me get this out of the way right at the start. It really isn’t necessary to call your learning tasks (or assignments) “quests” BUT when I did, I found that it actually allowed me to think more creatively about the work I asked my students to do than I had in a long time. I’ve always been pretty good at coming up with interesting assignments, but when I started looking at the assignments and other exercises as quests, it seemed that more possibilities opened up. When I play a video game there are all kinds of challenges – both big and small, and they all contribute to my score and progress in the game. That’s a useful concept.

Because I wanted to experiment with the playfulness that I suspected was possible when I gave my students quests rather than assignments, quizzes, lab exercises, and learning tasks -AND – because I love sorting and organizing, I looked to MMO’s (multiplayer online games) for inspiration. I won’t give you the full list here (although it will be in my gamification book), but I will you a sampling at the end of this post.

Before that, I want to show you my quest template. Because I am offering such a wide variety of quests, I wanted to make sure that I was still covering the course objectives. To do that, I included an abbreviated a table of the objectives as part of every quest description, and I highlighted which objectives were addressed by each quest. This is fairly novel, but it is something I first did when I designed an inquiry-based introduction to programming way back in 2003 (long before gamification was a thing).

Here’s my quest template:snap02053

Assignment-template-blue

I have 4 categories of quest, classified by the number of points they are worth:

quest-types1

The epic quest is basically the same as a major course project; achievement quests are like regular assignments; the mini-quests are much like lab exercises, but the standard quests are new. I haven’t had this size of assignment before, but classifying quests along a continuum makes them an obvious category. We tend to attribute a level of importance to the major project, regular assignments, and lab exercises that may or may not be warranted.

I can create a bunch of different quests, and then decided how to determine “the rules”, i.e. which ones students have to do in order to pass the course. It allows me to say the following: each student must complete the epic quest, at least 3 of the achievement quests, and then at least one of each of the other kinds of quests. This ensures that the students get a variety of experience.


As promised, here are a couple of examples of how I have “mapped” sometimes traditional assignments onto quests:

Quizzes are called Tests of Lore. Yup, I still have quizzes, but my students get to try them more than once (trust me, they will remember better if they do the test, look up the right answers and then do it again).

Reading Reflections are now Persuasion Quests:

Usual (Game) Meaning:
Convince an NPC of a certain position, using dialog.
Possible Learning Tasks:
Write a reflection to an article/video/etc.
Write a position paper on some topic.

Posting a self introduction to the discussion group is a Timed Quest

Usual (Game) Meaning:
Complete the objective in the given amount of time.
Possible Learning Tasks:
These are quests that will have a natural expiry date, such as posting an Introduction to the Group.

I may describe some more as we go along, but for now this is enough. What I still need to do is go through each of my quests and make sure they are reasonable, and that they are up to date. I’ll let you know if I learned anything new tomorrow.


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[6]: Scoring

Approximate Reading Time: 2 minutes

This is Part 6 in my continuing saga of my current iteration of a gamified course.

In a course where assessment is primarily attainment based rather than time-based, and that uses criterion-referenced rather than norm-referenced measures, getting the learning tasks (assignments, quests, etc.) right is key.

I give my students lots of choices when it comes to how they earn enough points to get the grade they want. For simplicity, I decided that 10 XP (experience points) would equal 1%. That means that a perfect 100% takes 1,000 XP. My school has an institutionally determined mapping of % to letter grades, so this allows me and my students to see where they stand easily. In most courses, anything below a certain % – like 50% – is a fail. Since everyone starts off with a score of 0, this would mean that they would appear to have an ‘F’ for a good portion of the term. That doesn’t seem reasonable to me, and it’s certainly not encouraging. To address that, I set up a variety of levels so that students could see themselves making progress. In the grade sheets (I call them Score Cards), the display of the letter grade is grayed out until they get past the ‘F’. I want them focusing on their score and their level – at least for the first part of the course.

scorecard 10 Notes

 

Notice that there is a level ABOVE 1,000 XP. Given the wide variety of tasks they can do, it is possible for them to end up with more than 1,000 XP at the end of term.

This is a key aspect of this gamified design.

We’ll come back to this later and look at it again. For now, it’s enough to know that students start off with a score of 0, and everything they do adds to their score. There is nothing in my class that can result in their losing XP. If they do an inadequate job on a particular quest, they will get less than a perfect score – but they will still get some points. They almost always have the option of fixing their work and resubmitting it for reassessment (students rarely take me up on that offer), or they can do other things to make up for the points.

Next time, we’ll look at the quests themselves. Part of getting ready for the new edition of the course is to look over the quests and see what needs to be adjusted.


 

 

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[5]: Back to Square One, Sort Of

Approximate Reading Time: < 1 minute

This is Part 4 in my continuing saga of my current iteration of a gamified course.

0Last time I ended with a high-level course map.

Maybe you can see why many of these “modules” actually need to be interleaved.

So that means that my pre-test idea isn’t going to work. On the plus side, this mapping helps me to see what it is I’m actually doing in my class. I plan to share these with my students so they can see too.

Tune in tomorrow for the next step in my course design.


These are the details of each “module”:

orientationtool use


 

hardware
data


software

word processing


websitesinternet

 


spreadsheetspresentation software

 

 


securitypolls

 

 

 

 

 


If you aregamification 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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