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“This Game Sucks”: How to Improve the Gamification of Education (EDUCAUSE Review

“This Game Sucks”: How to Improve the Gamification of Education (EDUCAUSE Review
Sarah "Intellagirl" Smith-Robbins (sabsmith@indiana.edu) is Director of Emerging Technologies and a faculty member at the Kelley School of Business at Indiana University. With this issue of EDUCAUSE Review, she begins a one-year term as Editor of the New Horizons department. Comments on this article can be posted to the web via the link at the bottom of this page. "Focusing on the ways that entertainment technology engages us can result in methods that we can transfer to any learning situation." Gamification. Maybe you've heard of it. Education has been a system of status and points since the dawn of the Industrial Age. What Is a Game? The first step is to understand exactly what a game is. A goal: Every game has a win condition: the combination of events and accomplishments that players need to achieve in order to end the game. True gamification requires that all three characteristics be present. Is Higher Education Already a Game? Last is the issue of collaboration and competition. Notes

Syllabus « Gaming the Classroom Indiana University, Bloomington Department of Telecommunications T366: Multiplayer Game Design Section 13353 Spring 2010 Email: clsheldo@indiana.edu Description Focus is on massively-multiplayer online games and virtual worlds. Students will be introduced to the design elements and production requirements necessary to create and maintain online games. Class time will be divided between fighting monsters (Quizzes, Exams etc.), completing quests (Presentations of Games, Research etc.) and crafting (Personal Game Premises, Game Analysis Papers, Video Game Concept Document etc.). At the beginning of the semester everyone in the class will choose and name their avatars. Grading Procedure You will begin on the first day of class as a Level One avatar. *Your level will be determined by experience points (XP) on a 2000 XP scale. · Solo: Craft your own game proposal. 1. Grading is rigorous. Attendance and Conduct You are expected to attend every class. Required TextDesigning Virtual Worlds.

» Gamification in Education: Epic Win, or Epic Fail? Have you ever felt that each move you made in life was part of a bigger game? These days it just may be, as a trend referred to as “gamification” has swept industries as diverse as marketing, travel, and even education. While turning everything into a game sure seems like fun, it’s not as easy as it sounds. This article will explore the trend towards gamification, as well as some of its criticism.WHAT IS GAMIFICATION? “Games are the most elevated form of investigation.” Gamification is a strategy by which ordinary processes are infused with principles of motivation and engagement inspired by game theory. While games have been a popular activity throughout history, the Internet and social networking have inspired a whole new wave of players actively engaged in daily gameplay. What is it that attracts so many people to become so deeply engaged in these virtual environments? “Game design isn’t just a technological craft. But wait! “Gamification is the wrong word for the right idea.

Can Playing Video Games Help With Dyslexia? By Linda Poon, NPR Most parents prefer that their children pick up a book rather than a game controller. But for kids with dyslexia, action video games may be just what the doctor ordered. Dyslexia is one of the most common learning disabilities, affecting an estimated 5 to 10 percent of the world’s population. So programs should emphasize training the brain’s attention system, they say, something that video games do. When people with dyslexia had to shift their attention between sight and sound, their reaction was delayed. “It’s not just shifting attention from one location to another, but we should also be training shifting attention from sound to visual stimuli and vice versa.” “It’s not just shifting attention from one location to another, but we should also be training shifting attention from sound to visual stimuli and vice versa,” Harrar, who is dyslexic herself, tells Shots. The study was published Feb. 13 in Current Biology, Copyright 2014 NPR. Related

Game Dynamics of Learning: The Gamification of Training and Performance Improvement 8 Mechanics from the Tech Crunch Panel on Social Gaming and Virtual Goods Here are 8 of the game mechanics the panel talked about: 1) Hero Effect Dynamic 2) Status & Ego/Pavolivan Mechanics 3) Social and Community Dynamic. Social layer (comparison via scoring) & participation in something larger [mostly in Facebook & social-mobile games] 4) Farmville Harvest Mechanic 5) Challenge Mechanic 6) Badges & Rewards & virtual goods/currency (progress bars & leveling up) 7) Music (and identity) Dynamic 8] The experience of augmented reality (specific type of mobile games) 9) Leaderboards (I don’t think they actually highlighted this one, but its worht nothing) “7 Ways Games Reward the Brain” is a an interesting TED talk on the topic by Tom Chatfield. Brett Bixler, Instructional Designer at Penn State and Evangelist for their Education Gaming Commons, believes there are 5 ways this applies to learning: 1. Like this: Like Loading...

Gamification in Education: Top 10 Gamification Case Studies that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. I believe that humans have an innate Desire to learn. If you ask children, “What is work?” Clearly there should be a way to help kids learn from what they do best – play. No longer viewed as a mundane process for presenting information while testing for retention and understanding, the modern educational challenge involves tasks of engaging students, stimulating their interests, retaining their attention, and maintaining a positive attitude in a nurturing environment Key to these goals is the effort to maintain a rich communications environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves. Education Gamification Example #1 – DuoLingo:Learn a language while translating the Web What about you?

ClassBadges Is A Free Way To Gamify Your Classroom Looking to find a new, simple, and free way to gamify your classroom? There a new web tool out that you should probably know about. It’s called ClassBadges and it’s a free online tool where teachers can award badges for student accomplishments. Teachers can set up an account and award the badges whenever they wish. Pretty straightforward. Request an invite to create an account (it looks like right now, they’re working on handling a higher capacity of users), and once you do, you’ll be able to create a class list. You’re able to choose what badges are awarded (and they’re customizable!) See Also: The 50 Best Videos For Teachers Interested In Gamification

Content Design Patterns for Game-Based Learning (2155-6849)(2155-6857): Dennis Maciuszek, Sebastian Ladhoff, Alke Martens: Journal Articles Abstract To address the lack of documented best practices in the development of digital educational games, the authors have previously proposed a reference software architecture. One of its components is the rule system specifying learning and gameplay content. It contains quest, player character, non-player character, environment, and item rules. Documented content design patterns can assist in the authoring of such rules. This paper reports on four studies that have collected quest, character, environment, and item design patterns by analysing a variety of media. Article Preview Introduction When computer scientists look at the field of game-based learning, they investigate existing systems, their implementations and software architectures. Figure 1. Educational RPG architecture The main idea is that the in-game character sheet describing the player’s avatar (or player character, short: PC) can act as a learner model, which is the basis for adaptation in Intelligent Tutoring.

Defining competencies via Gamification Build out Learning Competencies through a Gamification Strategy – something simple and something that works! Competency development is one of the most foundational and tricky areas of learning. Building out good competencies- which map to good learning, that map to good assessment- allows for a full feedback model that you can use to track learner development and understand and address knowledge gaps. The challenge with delivering training on a competency model after it is built out is that often times it is presented in a way that is much too formal for the average learner to get much use out of. Many times you have built excellent terminal and enabling objectives, fantastic performance objectives and have spent a good deal of time mapping everything to a learning plan with assessments and gap assessment models built in. A strategy that I really like and have implemented in the past is to build out a Gamification model that maps competencies into tangible elements. Assign Points: Author:

How to teach punctuation You might also try putting a period at the end of a “thought.” And what about semi-colons and colons? Well…maybe those are for exceptionally long breaths and thoughts? 1Attack the Old BeliefI’ll stop short of saying telling students “Forget everything you learned before about punctuation,” but I think a good starting place is finding out what students already know.

Level 5: Mechanics and Dynamics « Game Design Concepts Until this point, we have made lots of games and game rules, but at no point have we examined what makes a good rule from a bad one. Nor have we really examined the different kinds of rules that form a game designer’s palette. Nor have we talked about the relationship between the game rules and the player experience. These are the things we examine today. Course Announcements No major announcements today, but for your curiosity I did compile a list of tweets for the last challenge (add or change a rule to Battleship to make it more interesting): “Reveal” was a common theme (such as, instead of firing a shot, give the number of Hits in a 3×3 square – thus turning the game from “what number am I thinking of” into “two-player competitive Minesweeper”)Skip a few turns for a larger shot (for example, skip 5 turns to hit everything in an entire 3×3 area). We will revisit some of these when we talk about the kinds of decisions that are made in a game, next Monday. Readings The Process of Design

Gamification increases engagement and retention levels - HRreview Gamification is on the rise and has become one of business’ recent buzzwords. But what are we talking about? Defined as the use of game design mechanisms in non-gaming contexts, the term gamification was first introduced in 2002 by computer programmer Nick Pelling. The concept, which borrows elements from game thinking, has been recently used to address challenges in different fields, such as recruitment, learning, employee engagement, and retention. Although the idea behind gamification has been around for a while, it is only in the last four years that attention has grown exponentially – up to the point that some critics report an abuse of the term. What seems to be evident is that gamification has brought tangible benefits to business, such as the ability to reach a larger audience, connect with prospective employees, and promote employer branding. The applications listed above should have given a hint of the potential of gamification for business purposes. Article by Sergio Russo

How to Apply Gamification in Education | Tablets For Schools Gamification, and the gamification of education in particular, is a huge and complex area. We have written about gamification in the past (in the form of educational apps that gamify subjects such as maths or languages). But what is the theory behind gamification? And what is the best way for educators to actually create gamified versions of traditional subjects? Here’s a very quick introduction to a trending topic we will explore more in 2014. What is Gamification? Gamification involves introducing game design thinking to areas that aren’t traditionally games. How Does Gamification Work? However, gamification, despite the name, is about much more than making boring subjects “fun” – though this is the common perception. There is also a positive bias toward constant learning – the more the student knows about the subject (ie, the mathematical formulas), the better they become at the game. (*) Image courtesy of Gwyneth Anne Bronwynne The Process of Creating Gamified Learning

Gamification in Education The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just like grades. No, we haven't identified the next school shooter, and I sure wish that Bartle hadn't named one of the four gamer profiles "killer" -- but nonetheless, this student identified with this profile. Jane McGonigal mentioned it in her Gaming Can Make a Better World TED Talk when she discussed an epic meaning. My so-called "killer" student (and we really should rename this when applying it to education!) My ninth grade students have partnered on an epic quest with grad students at the University of Alaska Southeast and members of the Gamifi-ED OOC to study serious games, create an encyclopedia of serious games, and ultimately to create their own serious game in Minecraft. 1. Game mechanics are part of game theory. 2. 3. 4. 5. 6. Endgame: Finding a "Killer" Tool

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