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gameful design for online education Sebastian Deterding MAGIC Lab, Rochester Institute of Technology Game On: Exploring Innovative Pedagogies Symposium, Charles Darwin University, Darwin, Australia, September 2, 2013 cb
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Page 1: Gameful Design for Online Learning

gameful designfor online educationSebastian DeterdingMAGIC Lab, Rochester Institute of TechnologyGame On: Exploring Innovative Pedagogies Symposium,Charles Darwin University, Darwin, Australia, September 2, 2013

cb

Page 2: Gameful Design for Online Learning

<1> introduction

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about me

⎫⎬ ⎭

learninG

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bbc: A game of me

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RIT: Just press play

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game design + online learning?

4 Forms

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pointsTracking, Feedback

badgesGoals, surprise

leaderboardsCompetition

incentivesRewards

»Gamy« feedback layer1

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gamefully structuring learning2

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full-fledged games3

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Learning through game design4

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in the public mind

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moocs!

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with badges!

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= khan academy!

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problemsolved!

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http://www.flickr.com/photos/auntiep/4310267/sizes/o/

delicious scalability & analytics!

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very, very old wine ...

flickr.com/photos/the-consortium/5304929409

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Gold StarsThe single worst way of

motivating learning

+

frontal teaching(Almost) the single worst

educational material

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Peter F. Drucker

»There is surely nothing quite so useless as doing with great efficiency what should not be done at all.«

what executives should remember (2006)

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<2>how not?

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Margaret Robertson

»Gamification is an inadvertent con. It tricks people into believing that there’s a simple way to imbue their thing ... with the psychological, emotional and social power of a great game.«

can’t play, won’t play (2009)

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Confusion

#1

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Theodore Sturgeon

»Ninety percent of everything is crud.«

sturgeon‘s revelation (1958)

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what achievements? How designed?

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Games are not fun because they are games, but when they are well-designed.

Con(fusion) #1

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Confusion

#2

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Earn 1,000,000,000,000 points

Score: 964,000,000,000,000(You rock!)

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»Fun is just another word for learning.«

Raph Koster

a theory of fun for game design (2005)

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Raph Koster

»Fun from games arises out of mastery. It arises out of comprehension. It is the act of solving puzzles that makes games fun. With games, learning is the drug.«

a theory of fun for game design (2005)

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http://www.flickr.com/photos/diego_rivera/4261964210

Extrinsic motivation

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Intrinsic motivation

http://www.flickr.com/photos/areyoumyrik/308908967

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Edward Deci, Richard Ryan

»An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.«

the what and why of goal pursuit (2000)

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The fun in playing games chiefly arises from intrinsic enjoyment, not extrinsic incentives.

Con(fusion) #2

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Raph Koster

»Fun is just another wordfor learning.«

through interesting challenges

a theory of fun for game design (2005)

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Goals ...

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+ Rules ...

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= Interesting challenges

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+ Feedback ...

http://www.flickr.com/photos/bodgerbrooks/1315419080

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= Experiences of competence

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Game atoms

model/skill

rule system

goal

success! / failure!

actions

feedbackimmediate/progress

challenge

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Confusion

#3

http://www.flickr.com/photos/apartmentlife/6559123353/

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Earn 1,000,000,000,000 points

Score: 964,000,000,000,000(You rock!)

feedback without challenge

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feedback without challenge

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gamy looks without challenge

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disconnected challenge

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game challenge = learning goal

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Learning goal=

Game atom

the atomic intrinsic integration approach (2011)Alejandro Echevaria et al.

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»Gaminess« is not a feature you can just add – it is restructuring learning goals into game atoms.

Con(fusion) #3

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Confusion

#4

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Johan Huizinga

»First and foremost, all play is a voluntary activity.«

homo ludens (1950: 7)

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Edward Deci, Richard Ryan

»An understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness.«

the what and why of goal pursuit (2000)

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Fun Voluntary

Voluntary Fun

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the undermining effect

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feedback

perceived as

controllingthwarts

autonomy

motivation

perceived as

informingsupports

competence

+

Deci & Ryan 2012

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We don’t play games voluntarily because they’re fun – playing games is fun because it’s voluntary.

Con(fusion) #4

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<3>how?

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gameful designRestructuring learning to support competence, autonomy, and relatedness, using game atoms as a lens

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http://ww

w.flickr.com

/photos/mike52ad/4675696269

Goals: Intransparent; lack of small steps

Rules: Often intransparent

Challenge: Not adjusted to individual skill

Feedback: Slow, demotivating decay instead of building and perceiving progress

Game atomscompetence?

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http://ww

w.flickr.com

/photos/mike52ad/4675696269

Goals: Little choice in what to do when and how, little connection to personal needs

Challenge: Demonstrating proficiency, not inviting exploratory trial and error

Feedback: Often controlling, highly serious consequences

Game atomsautonomy?

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learning goal = game atom

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Structured flow of goals

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scaffolded challenge, dynamically adjusted

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progress feedback

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forgiving feedback

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http://www.flickr.com/photos/amrufm/2593920251/sizes/z/in/photostream/

Meaningful choice

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… vs. Quality and Varietyunlimited redoing

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challenge-based learningO’Mahony, et al (2012). A Comparison of Lecture-Based and Challenge-Based Learning in a Workplace Setting: Course Designs, Patterns of Interactivity, and Learning Outcomes. Journal of the Learning Sciences, 21(1), 182–206.

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<4>in summary

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Peter F. Drucker

»There is surely nothing quite so useless as doing with great efficiency what should not be done at all.«

what executives should remember (2006)

– e.g. gamified MOOCs

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gameful designRestructuring learning to support competence, autonomy, and relatedness, using game atoms as a lens

Seebit.ly/194vAnifor a recent overview of further design patterns.