Transcript ppt - 2012

Gamification of Education
Or “My Experiences and Reflections on Games and Education”
Or “Games and Education: Connections in Engagement, Learning,
and Lesson Design & Structure.”
Introductions
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Masters degree at The Ohio State University 2012
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Game
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Volunteer design and demo work
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Tutor since 2001
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Brookwood Academy Math Teacher
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How I got here in the first place
Definition of a Game
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Jane McGonigal, author of
Reality is Broken: Why Games Make Us Better and How
They Can Change the World
“Games are unnecessary obstacles we volunteer to tackle.”
Assumption: Games are a good vehicle for education
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Question: How do we satisfy the definition for math ed.?
Game researcher specializing in pervasive gaming and Alternate Reality Games
(ARGs). 'The face of Gamification'
What is Gamification?
The use of game mechanics and game design in non-game constructs.
(Wikipedia)
Gamification of...
Shopping
Government
Fund Raising
Health
Not New, but New Twists
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Punch Card at Coffee Shop
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Karate Belts
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Aging
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Money
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Dieting
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Daily Chores
>>> http://www.chorewars.com
Gamification Definition Revisited
“A careful and considered application of game thinking to solving problems and
encouraging learning using all the elements of games that are appropriate”
(Karl M Kapp “The Gamification of Learning and Instruction”)
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Problems?
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Elements of games?
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What is appropriate?
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Game thinking?
Karl M Kapp is a Doctorate of Education in Instructional Design at U. Pittsburg
and a professor of Instructional Technology at Bloomsburg U.
Focus on E-Learning and adult education and corporate instruction.
Game Thinking
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Thinking about a concept and converting it into an
activity that has elements of competition,
cooperation, exploration and storytelling.
-Kim, A.J. (2011, March 23). Gamification 101: Designing the player
journey. Google Tech Talk, www.youtu.be/B0H3ASbnZmc
Amy Jo Kim has a PhD in Behavorial Nueroscience and works
internationally with social game design and community architecture (Rock
Band, The Sims, Ultima Online, Netflix, eBay...).
This is not the solution to everything!!!
Gartner is an information technology research and advisory firm
Types of Gamers
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Richard Bartle's gamer break down based on computer game surveys
Explorers, Socializers, Killers, Achievers.
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Online test rates you based on MMORPG context
I'm 73% Explorer, 53% Socializer, 47% Killer, 27% Acheivert
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http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Richard Bartle was the co-creator of the first MUD and is now a professor in game design.
More Gamer Type Models
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Jon Radoff has his own system to identify gamers that seems a bit more for
ALL types of game players, but whose words are not nearly as catchy...
Jon Radoff created the first
MMORPG commercially offered,
called “Legends of Future Past” in
1992 when he was 20.
Welcoming Games for All Players
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Monopoly
Explorer: Community Chest / Chance
Killer: Never trading, selective buying to ruin someone else's game
Socializer: Making deals, sharing success and failure with players
Achievers: Winning big or fast.
Win Win mechanic
Tedious End Game
Long Game Play
Lack of Customization / Initial Choice
A 'Classic' Game Analyzed
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Dungeon and Dragons
Explorers: Only limited by the imagination of the Game Master
Killers: Often players can fight against one another in certain
adventures and sessions. If not, its Players vs. Game Master
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Socializers: Cooperation in your group to defeat obstacles
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Acheivers: Getting more gold, min maxing your character, leveling
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Long Game Play
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Possible Slow Game Play
Another Game 'Analysis'
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Jeopardy
Explorer: Picking the weird topic?
Killer: ...
Socializer: Chatting with the players?
Achievers: Positing the Answers
Win Win mechanic
Prerequisite knowledge
Lack of player interaction
Unit Analysis
Explorers: Students like to find out new things and try things new ways.
Open ended questions, inquiry based learning. Choice.
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Killers: Students like competition, not always against one another, but
against a class, a clock or the teacher.
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Socializers: Group work, Think Pair Share, presentations.
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Achievers: Well defined rubric, specific definitions, clear objectives, final
test.
What else can we learn from Games?
What Makes (some) Games Good?
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Theme
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Sound Track
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Intuitive Game Play
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Progressive Difficulty
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Selectable Difficulty
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Failure means Try Again!
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Continuous Feed Back
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Choices
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(multiple) Point System
Education Specific Concepts
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Theme: Recycling Theme for a Year at Metro
School
Sound Track: Mozart... Good Acoustics...?
Intuitive Game Play: Activating Prior Learning /
Background Knowledge
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Progressive Difficulty: Scaffolding
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Selective Difficulty: Differentiation
Education Specific Concept Cont...
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Failure means Try Again! : … Infinite Retakes?
Late Work? … OGT problem
Continuous Feed Back: Delay in feedback often
occurs...
Choices: Different roles in some group work but...
(multiple) Point Systems: Grade and perhaps a
classroom management system
On Flow and Fiero
Fiero is the pride felt after
personal triumph over adversity
Isabella Poggi, psychologist
Mihály Csíkszentmihályi positve psychologist
Reflection
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Set – Up
Third 3 month placement at OSU STEM Masters program
Hilliard Middle School: 8th grade and 7th grade Pre-Algebra
Three weeks before placement begins
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Classroom Management Plan
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Quest Creation
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Leveling System
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Reward System
Inspired by Quest to Learn
www.chicagoquest.org
Gamified Schools
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Quest to Learn : New York, Chicago
Domains:
Being Space Place
CodeWorlds
The Way Things Work
Wellness
Sports of the Mind
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(ELA and Social Studies)
(math and writing)
(math and science)
(social emotional physical)
(digital and media arts)
Grade Levels: “novice” “apprentice” “expert”
Boss Battles
Rube Goldberg Machine
3-D Model of New York
Gamified Courses
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Lee Sheldon's “Multiplayer Classroom: Designing
Coursework as a Game”
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Welcome to my class. Right now, you all have an 'F'
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Points based assessment
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Choices and Paths
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Cooperative and Competitive
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Several other teachers share their own personal classrooms in the
book and a few on his facebook page.
My Classroom Management
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Houses
Choice
House Roles
Herald
Differentiation
Porter
Camaraderie
Census
Rewards
Scribe
House Points
Six Cooperatively defined categories reward or detract House Points
Leadership
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Economy
Advancement
Family
Culture
Rewards:
House Points win House Cup (cookie / cupcake party)
Belief
Quest System
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Each House had an Elemental Aspect
Earth
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Fire
Air
A few times a week new Quests would be available.
Players were given a choice between two or more Quest Givers
Quests would detail the Theme, Rewards, and Requirements
A strange spherical robot person greets you in the hallway and wants to give
you some M.B.s later in the day and says “Zero Zero. 30 degrees from 4 to 1”
What could it mean? Lets research about angles, maybe we'll figure it out...
Aspects
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Aspects of a House would be the first requirement of a Quest for those
Players
Players gain XP and M.B.s for completing that Aspect of the Quest
Wind Aspect “Research what kind of thing 30 degrees is. On a clock, how
could we have 30 degrees from 4 to 1? What if you have to leave early and
want to leave it a note to meet YOU at a certain time?”
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Players can gain more XP by completing additional Aspects of the Quest
Rewards
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Players were given a Leveling Chart and a Character Sheet to record progress
Levels provided a few M.B.s on obtaining, but were primarily intended to
serve as their grade for different topics like “Geometry 2-D” or “Probability”
Level 1-9 'Needs more Work' Level 10 – D
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Level 11 – D+ ….
M.B.s provided as an economy for buying school supplies, extra hall passes,
candy or other such prizes.
Player leader boards were also planned as well as titles.
Choice
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Students could spend M.B.s on selecting a new Quest.
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Crafting
Build a Quest
Exploration Report
Mathemagical Mistake Monster
Battles
Mandatory Activities
Quizzes
OGT Preparation
Project Pandora
Triangle Duel
Triangle Duel
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Houses were provided the same triangles on harder stock paper of various
types: Isosceles, Equilateral, etc... 2 of each (or so).
I would randomly choose two triangle types
Houses were given two minutes to trace their triangles,
connected if they wish, such that it would be difficult for the
next House to match their triangles onto another House's tracing
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Houses were given two minutes to match their triangles with the tracing.
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Sort of a 'make your own tangram'.
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Students were given House points and sometimes XP.
Project Pandora
Students were handed or provided three dimensional objects
Given context that their amicable and successful analysis and sharing their
ideas of surface area and volume of the five primary geoshapes would lock
Pandora's box again. Had a score board which I would use for classroom
management and insightful discovery. Warned not to let it increase.
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Explorer: Different ways of finding formula. What makes the score move?
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Killer: Outperforming other 'Houses' (classroom management), End Game.
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Socializer: Group work and presentations.
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Achiever: Getting the right equations and doing good work!
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Encountering Pandora's Beast: Students were to use created compound
Geoshapes to do battle (rolling dice) to damage the remaining score total.
Good and Bad / Unexpected
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Slight discipline improvements
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Change in assignment interest and completion rate
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Mathemagical Mistake Monsters
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Tracking and use of Math Bucks
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Too much time / too many changes
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Review was not rewarded / accomplished
Present and Future Considerations
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Games Club in school
Game Design request from participants: analysis and
implementation
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Some in-class games play
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House / class points
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Review time journal writing / random monster encounter
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Online interface with Chorewars
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Mixed 'ability' Houses
Use of Games in School
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Use as Content Focus
“The Math of Yahtzee!”
Use as Content Delivery System
Review Games
“Jeopardy”
Use as a Classroom Management
Distraction
“Heads up 7-Up”
Integrate all in Meaningful Appropriate Engaging Manner as Curriculum
I and Others Aspire Towards!
Books I Like
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Jane McGonigal “Reality is Broken...”
Lee Sheldon “The Multiplayer Classroom: Designing
Coursework as a Game”
Karl M Kapp “The Gamification of Learning and
Instruction...”
Raph Koster and Will Wright “Theory of Fun for Game
Design”
Keith Devlins “Mathematics Education for a New Era:
Video Games as a Medium for Learning”