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8/11/2019 The EDUCAUSE Connect Bead Game - A case study in using gamification to activate events and energize engagement (242837943) http://slidepdf.com/reader/full/the-educause-connect-bead-game-a-case-study-in-using-gamification-to-activate 1/34 Playing Games Gamification to Activate Events & Energize Engagement
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The EDUCAUSE Connect Bead Game - A case study in using gamification to activate events and energize engagement (242837943)

Jun 02, 2018

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Page 1: The EDUCAUSE Connect Bead Game - A case study in using gamification to activate events and energize engagement (242837943)

8/11/2019 The EDUCAUSE Connect Bead Game - A case study in using gamification to activate events and energize engagement (242837943)

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PlayingGames

Gamification to Activate Events

& Energize Engagement

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Why Play a Game?

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Motive

To contribute to the Educause launch of“Connect” events in the space typically

associated with regional conferences.

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Ideation - What will people “pla

Originally perceived as a high tech, basesocial media or a technical game platform

Cost prohibitive and also surprisingly “no

accessible” both in the formal sense and

the more general sense.

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The best things happen at brea

The connect ambassadors committee habrainstorming on games … and this fina

came together during a breakfast meetin

beads. Count points. Have fun.

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The Bead Game

Complete Missions; Earn BeadsThree types:

● Pregame (engagement)

● In-track (content related)

● Out of track (social networking)

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How did we play?

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Beads

Player BeadsPlayer-To-Player Missions

Each track has its own color 

1 Point

Special BeadsSpecial Missions

Each bead has different

color/shape

2 Points

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#ecbeads Bead Exchange

Center for Game Information● Missions

● Bead Trading

● Twitter

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Winning (incentivizing the game

Everyone wins by playing● Daily Leaders (yellow jersey concept) Awards

● Event “Most Connected” Award

● “Valuable” Prizes

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Contextual Considerations

The game had to have a robust enoughframework that is was portable, scalable

repeatable.

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Advantage

Each event provided opportunities for iteimprovement. Feedback was collected a

game was modified between the events.

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Disadvantage

Prep was enormous, andrequired lots of coordination

between three groups of game

leaders. As well as processing

and packaging.

(Over 15000 components!)

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Engagement

How do you make game play as engaginpossible to a broad number of participan

possible?

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Locational Outcomes

■ Portland

■ Chicago

■ Baltimore

One Community, ThreeLocations, Infinite Conn

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Portland

Start Strong, high energy, but tapered intoward the end of the event.

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Baltimore

 Also a strong start and solid play throughthe event.

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General Outcomes

 Anecdotal - because of the analog naturgame, we could not gather strong metric

Our target was 10-20% engagement. Wobserved 20-30% engagement at the en

the event depending on the venue.

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General Outcomes

This was a valuable component of theinaugural Educause “Connect” events an

worked to achieve the purpose and miss

the event.

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Conclusions

Games must be simple, clear, and easy

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Conclusions

Not all social games are just “about the gbut about the purpose. Games must tra

the rules and constraints. A means to an

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Conclusions

Games are about taking risks. Both for tparticipants, as well as the designers an

endorsers.

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Conclusion

Go play a game!

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Questions?

Game Documentation:

http://goo.gl/GcQHRh

[email protected]

[email protected]

Games and Learning Constituent Grouphttp://www.educause.edu/discuss/teaching-and-learning/games-and-learning-constituent-group

 AJ Kelton - Montclair State

[email protected]