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Motivating and Engaging Students Using Gamification

Motivating and Engaging Students Using Gamification. Forty-five percent of all players are women Sixty-two percent play with others (in-person or online). Game Player Data. Today's student will spend 10,000 hours playing computer and video games by the age of 21 - Jane McGonigal.

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Motivating and Engaging Students Using Gamification

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  1. Motivating and Engaging Students Using Gamification

  2. Forty-five percent of all players are women Sixty-two percent play with others (in-person or online) Game Player Data Entertainment Software Association. (2013). 2013 sales, demographic and usage data. Retrieved from http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

  3. Today's student will spend 10,000 hours playing computer and video games by the age of 21 - Jane McGonigal McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: The Penguin Press.

  4. To mastery… • Gladwell’sOutliers • Formal instruction in school grades 3 through 12 • 997 hours per year • National Center for Education Statistics 10,000 hours. . . National Center for Education Statistics (2013). Education indicators: An international perspecitive. Retrieved from http://nces.ed.gov/pubs/eiip/eiipid24.asp

  5. Gamification engages users and changes behavior with the best ideas from games, loyalty programs and behavioral economics - Gabe Zichermann Zichermann, G. (2013, February 5). Gamification of marketing webinar [Video file]. Retrieved from http://youtu.be/vfu6sUwSdtg

  6. Motivation: Self-Determination Theory Ryan, R. & Deci, E. (2000, January). Self-Determination Theory and the facilitation of intrinsic motivation, social development, and well-being. Retrieved from http://media.library.ku.edu.tr/reserve/resspring09/psyc510_NAksan/Mar16th.pdf

  7. Ryan and Deci Daniel Pink Autonomy Mastery Purpose • Competence • Autonomy • Relatedness Psychological Needs for Intrinsic Motivation Pink, D. (2009, August 25). Dan Pink: The puzzle of motivation – A TED Talk [Video file]. Retrieved from http://youtu.be/rrkrvAUbU9Y

  8. Engagement Loop Player Journey Zichermann and Werbach referenced this

  9. Big Picture Grammar: Narrative, Progression, Relationships Challenges, Cooperation, Feedback, Rewards Achievements, Avatars, Badges, Collections, Content Unlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams Pyramid of Gamification Elements Werbach, K. (2013, April). The pyramid of elements [Lecture 4.2]. Coursera. Retrieved from https://class.coursera.org/gamification-002/lecture/41

  10. Big Picture Grammar: Narrative, Progression, Relationships Narrative Progression Level up: XP: eXperience Points Quests Titles • University Seminar • Community • Communication • Critical Thinking • Create better critical thinkers while studying games and gamification Relationships • Freshman class of 21 students • Guilds of 3 • Peer mentor • Professor Dynamics

  11. Challenges, Cooperation, Feedback, Rewards • Challenges • Class projects, discussions, and assignments • Cooperation • Group reading presentation and group project • Feedback • From instructor, peer mentor, peers and from group project recipients • Rewards • Grades, badges, profile, praise from group project recipients Mechanics

  12. XP (eXperience Points): Discussion forum statistics, attendance in class and events, completion of quests PBLs: Points, Badges, Leaderboards Achievements, Avatars, Badges, Collections, Content Unlocking, Leaderboards, Levels, Points, Quests, SocialGraph, Teams Components and Learning Environment

  13. Gamer Tag, Guild Name and Image, Avatar Name and Image, Student Profile Information, Badges Earned Achievements, Avatars, Badges, Collections, Content Unlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams Components and ePortfolio

  14. Checklists/Challenges, Restrictions, Quizzes/Apply for Badges, Intelligent Agents Checklist/ Quest Achievements, Avatars, Badges, Collections, ContentUnlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams Components and Learning Environment

  15. Quiz/ Application Checklists/Challenges, Restrictions, Quizzes/Apply for Badges, Intelligent Agents Achievements, Avatars, Badges, Collections, Content Unlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams Components and Learning Environment

  16. Checklists/Challenges, Restrictions, Quizzes/Apply for Badges, Intelligent Agents Unlocking/ Restriction on Completion Achievements, Avatars, Badges, Collections, ContentUnlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams Components and Learning Environment

  17. Checklists/Challenges, Restrictions, Quizzes/Apply for Badges, Intelligent Agents Unlocking/ Restriction on Time Achievements, Avatars, Badges, Collections, ContentUnlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams Components and Learning Environment

  18. Titles based on number of experience points Achievements, Avatars, Badges, Collections, ContentUnlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams Components and Learning Environment Taken from Star Wars

  19. How our students are learning • Positively changes behavior • Rewards success (Everyone earns an F unless) • Engagement • Intrinsic Motivation • Social Perceived Benefits

  20. It is not all about PBLs • Points, Badges, Leaderboards • What do you want your students to learn? • Do Dynamics and Mechanics first • This is an iterative process • It won’t be right the first time • Plan on student involvement • Learn, Read, Watch • Books, Webinars, Courses, TEDTalks and YouTube • Fun or Whistle While You Work Lessons Learned (so far)

  21. Assistant Professor John E. Simon School of Business Maryville University 650 Maryville University Drive St. Louis, MO 63141 (o) 314.529.9691 kfletcher@maryville.edu www.maryville.edu KarenFletcher

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