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ANGELA HOUSAND
      BRIAN HOUSAND



bit.ly/nagc2012
AGAMES AND PLAY
B MOTIVATION
C contracts
D gamification
G PLATFORMS
LEVEL ONE
  GAMES
   and
   PLAY
Gamification of Education
Gamification of Education
Gamification of Education
Gamification of Education
what is
  a game


RULES   OBJECTIVES OBSTACLES
GAMES        GAMES
   ARE         OFFER
VOLUNTARY     CHOICES




              CHOICES      CONSEQUENCES
               HAVE           OFFER
            CONSEQUENCES    FEEDBACK
FREEDOM TO
EXPERIMENT

FREEDOM TO FAIL

FREEDOM TO TRY ON
DIFFERENT IDENTITIES

FREEDOM OF EFFORT
                    -Scot Osterweil
10,000
Gamification of Education
1) Active, Critical Learning Principle
 2) Design Principle
 3) Semiotic Principle
 4) Semiotic Domains Principle
 5) Meta-level thinking about Semiotic Domain Principle
 6) "Psychosocial Moratorium" Principle
 7) Committed Learning Principle
 8) Identity Principle
 9) Self-Knowledge Principle
10) Amplification of Input Principle
11) Achievement Principle
12) Practice Principle
13) Ongoing Learning Principle
14) "Regime of Competence" Principle
15) Probing Principle
16) Multiple Routes Principle
17) Situated Meaning Principle
18) Text Principle
19) Intertextual Principle
20) Multimodal Principle
21) "Material Intelligence" Principle
22) Intuitive Knowledge Principle
23) Subset Principle
24) Incremental Principle
25) Concentrated Sample Principle
26) Bottom-up Basic Skills Principle
27) Explicit Information On-Demand and Just-in-Time Principle
28) Discovery Principle
29) Transfer Principle
30) Cultural Models about the World Principle
31) Cultural Models about Learning Principle
32) Cultural Models about Semiotic Domains Principle
33) Distributed Principle
34) Dispersed Principle
35) Affinity Group Principle
36) Insider Principle
Games are the most elevated form of investigation.
LEVEL TWO
MOTIVATION
    AND
   FLOW
Motivation
        (Malone & Lepper, 1987)



             Curiosity


              Control


       Optimal Challenge


               Fantasy


           Interpersonal
(Cooperation, Competition, & Recognition)
Creatively Gifted
           • Curious
           • Independent
           • Attracted to
             complexity
           • Originality in
             thought and action
           • Willing to take risks
           • Aware of their own
             creativeness
           • Need to produce
Motivation is Complex

 Perception of Competence
  Experience of Autonomy
      Sense of Control
Willingness to Pursue Goals
Persistence when Challenged
   Enjoyment or Interest
Intrinsic Motivation
   (Self-Determination Theory)


 Perception of Competence
  Experience of Autonomy
      Sense of Control
Willingness to Pursue Goals
Persistence when Challenged
   Enjoyment or Interest
        Relatedness
RELATEDNESS...
   Feeling connected to others and having a
   sense of belonging to a community.
COMPETENCE…

  Ability to demonstrate one’s capacity for
  success when faced with a challenge or
  opportunity.
COMPETENCE…

  Feelings of competence shape a person’s
  willingness to actively engage and persist in
  different behaviors.




                                (Bandura 1986, 1997)
Autonomy
The more autonomous
(self-determined) a person
believes their behavior to
be the greater the personal
satisfaction and enjoyment
from engaging in that
behavior.
ON TARGET




            Autonomously-Motivated Students


                 •Higher academic achievement
                 •Higher perceived competence
                 •More positive emotionality
                 •Higher self-worth


                                        (Reeve, 2002)
ON TARGET




            Autonomously-Motivated Students

                 •   Preference for optimal challenge
                 •   Enjoy engaging challenges
                 •   Stronger perceptions of control
                 •   Greater creativity
                 •   Higher rates of retention

                                             (Reeve, 2002)
Motivation                        Self-Determination
        (Malone & Lepper, 1987)               (Deci & Ryan, 1980; 2000)



             Curiosity                           Goal Pursuit


              Control                             Autonomy


       Optimal Challenge                         Competence


               Fantasy                           Achievement


           Interpersonal                         Relatedness
(Cooperation, Competition, & Recognition)
Mihaly	
  
Csikszentmihalyi
l
                     n ne
                 a
        	
  Ch
F   l ow




                             Apathy
To Experience FLOW...




                  ...the task must
provide clear goals and feedback.
To Experience FLOW...




                   ...one must
become immersed in the activity.
To Experience FLOW...




                 ...the task must
 be challenging and require skill.
To Experience FLOW...




                         ...one must
learn to enjoy immediate experience.
To Experience FLOW...




                   ...one must
      loose one’s sense of self.
l
                                                                                                      n ne
                                                                                                  a
                                                                                         	
  Ch
                                                                                 F   l ow


                          Increasing	
  Skills
Increasing	
  Challenge




                                                       Increasing	
  Challenge
                                Increasing	
  Skills                                                          Apathy
Motivation                                     FLOW
        (Malone & Lepper, 1987)                    (Csikszentmihalyi, 1975)



             Curiosity                                Clear Goal

                                                 Adjust Performance
              Control
                                                 Based on Feedback

       Optimal Challenge                    Balance Challenge & Skill Level


               Fantasy                                 Enjoyment


           Interpersonal                            Transcend Self
(Cooperation, Competition, & Recognition)
LEVEL THREE
 LEARNING
 CONTRACTS
Gamification of Education
Authen,c	
  Audience




Clear	
  Expecta,ons
A	
  Timeline	
  with
Feedback	
  Opportuni,es	
  Built-­‐in
Clear	
  Content	
  &	
  Resources




Accountability
Accountability




          Clear	
  Strategies	
  &	
  Skills
• Agreement	
  between	
  teacher	
  &	
  student
• Student	
  independence	
  &	
  autonomy
• Increased	
  student	
  responsibility
• Provides	
  freedom	
  in	
  acquiring	
  skills
Motivation                        FLOW                    Learning
  (Malone & Lepper, 1987)       (Csikszentmihalyi, 1975)      Contracts

       Curiosity                   Clear Goal              Clear Expectations

                               Adjust Performance   Benchmarks &
        Control
                               Based on Feedback Defined Responsibility

                               Balance Challenge &         Defined Content &
Optimal Challenge
                                    Skill Level                 Skills

        Fantasy                     Enjoyment                 Achievement

    Interpersonal
(Cooperation, Competition, &     Transcend Self            Authentic Audience
       Recognition)
10,000
Person	
  Environment	
  Fit
• Person	
  /	
  Environment	
  fit	
  is	
  the	
  degree	
  to	
  which	
  a	
  
  person	
  or	
  their	
  personality	
  is	
  compa8ble	
  with	
  their	
  
  environment
Good	
  Environmental	
  Fit	
  Occurs	
  When:

     A	
  person	
  adjusts	
  to	
  their	
  surroundings
                             AND
    The	
  environment	
  adapts	
  to	
  fit	
  their	
  needs
Motivation                       FLOW              Learning          Gamification
(Malone & Lepper, 1987) (Csikszentmihalyi, 1975)    Contracts          (McGonigal, 2010)


                                                       Clear
     Curiosity                  Clear Goal                            Clear Objective
                                                    Expectations

                                 Adjusted          Benchmarks &          Blissful
      Control
                               Performance         Responsibility      Productivity
                                  Balance
    Optimal                                           Defined             Urgent
                                Challenge &
    Challenge                                      Content & Skills     Optimism
                                 Skill Level

       Fantasy                  Enjoyment           Achievement          Epic Win

  Interpersonal                                       Authentic
(Cooperation, Competition, &   Transcend Self                          Social Fabric
       Recognition)                                   Audience
LEVEL FOUR
GAMIFICATION
GAME
                                                                                             BASED
                                                                                             LEARNING
 “While most games contain a clear reward system for players (moving up a level, receiving badges or points, etc.),
                   what may be most appealing to educators is that games provide students


A SAFE PLACE TO LEARN FROM FAILURE                                                                                    .

    In games, exploration is inherent and there are generally no high-stakes consequences. Children are able to


            EXPERIMENT AND TAKE RISKS
                TO FIND SOLUTIONS
                             without the feeling that they are doing something wrong.


    GAMES ENCOURAGE STUDENTS TO
    MAKE AND LEARN FROM MISTAKES                                                                              ,

                           which is a particularly important concept in the K-12 setting.”
GAMIFICATION:
The use of game
   elements and
   game-design
   techniques in
      non-game
       contexts.
POINTS   BADGES   LEADER
                  BOARDS
POINTS
   Effectively Keep Score

    Determine WIN State

Connection Between Progress
        and Reward

     Provide Feedback

External Display of Progress

  Data for Game Designer
BADGES
  Goals to Strive Toward
Guidance About Possibilities
     Visual Markers of
     Accomplishment
      Status Symbols
      Tribal Markers
LEADER
BOARDS
ENGAGE
GAMIFICATION OFFERS CHOICE
COLLABORATION
CONTENT
CHOICE

         -Alfie Kohn
DEFINE LEARNING
  OBJECTIVES
DELINEATE TARGET BEHAVIORS
     2. Delineate Target Behaviors
DESCRIBE YOUR PLAYERS
DEVISE
ACTIVITY
CYCLES
DON’T
FORGET
  THE
  FUN!
DEPLOY
APPROPRIATE
   TOOLS
LEVEL FIVE
PLATFORMS FOR
GAMIFICATION
Gamification of Education
Gamification of Education
CHALLENGE




WRAP UP                    THOUGHTS
           STAR
          Legacy
                       PERSPECTIVES
  ASSESSMENT           & RESOURCES
Gamification of Education
ROAD
  TO
GIFTED
Gamification of Education
Edmodo is a free, secure, social learning platform
for teachers, students, schools, and districts.

FREE!

FEATURES:
 Groups
 Messages
 Assignments
 Calendar
 Poll

Student Emails NOT required!
Gamification of Education
Gamification of Education
http://help.edmodo.com/teachers/
  how-to-createmanage-badges/
http://help.edmodo.com/teachers/
  how-to-createmanage-badges/
Gamification of Education
Gamification of Education
Gamification of Education
Gamification of Education
Gamification of Education
Gamification of Education
Gamification of Education
Gamification of Education
GAME OVER
  ?????
Smithsonian American Art Museum
Gamification of Education
Gamification of Education
Gamification of Education
Gamification of Education
E
NDURINGLY

NGAGING

XPERIENCES
Gamification of Education
92
COMPUTER
            USE




           INTERNET
              USE

                                                                                                                           CREATIVITY
                CELL
               PHONE
                USE




                VIDEO
                GAME
                PLAY



Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.
      Computers in Human Behavior, 28(2), 370-376.
VIDEO
               GAME
               PLAY
                                                                                                                           CREATIVITY




Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.
      Computers in Human Behavior, 28(2), 370-376.
GAME ON!

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Gamification of Education

  • 1. ANGELA HOUSAND BRIAN HOUSAND bit.ly/nagc2012
  • 2. AGAMES AND PLAY B MOTIVATION C contracts D gamification G PLATFORMS
  • 3. LEVEL ONE GAMES and PLAY
  • 8. what is a game RULES OBJECTIVES OBSTACLES
  • 9. GAMES GAMES ARE OFFER VOLUNTARY CHOICES CHOICES CONSEQUENCES HAVE OFFER CONSEQUENCES FEEDBACK
  • 10. FREEDOM TO EXPERIMENT FREEDOM TO FAIL FREEDOM TO TRY ON DIFFERENT IDENTITIES FREEDOM OF EFFORT -Scot Osterweil
  • 13. 1) Active, Critical Learning Principle 2) Design Principle 3) Semiotic Principle 4) Semiotic Domains Principle 5) Meta-level thinking about Semiotic Domain Principle 6) "Psychosocial Moratorium" Principle 7) Committed Learning Principle 8) Identity Principle 9) Self-Knowledge Principle 10) Amplification of Input Principle 11) Achievement Principle 12) Practice Principle 13) Ongoing Learning Principle 14) "Regime of Competence" Principle 15) Probing Principle 16) Multiple Routes Principle 17) Situated Meaning Principle 18) Text Principle 19) Intertextual Principle 20) Multimodal Principle 21) "Material Intelligence" Principle 22) Intuitive Knowledge Principle 23) Subset Principle 24) Incremental Principle 25) Concentrated Sample Principle 26) Bottom-up Basic Skills Principle 27) Explicit Information On-Demand and Just-in-Time Principle 28) Discovery Principle 29) Transfer Principle 30) Cultural Models about the World Principle 31) Cultural Models about Learning Principle 32) Cultural Models about Semiotic Domains Principle 33) Distributed Principle 34) Dispersed Principle 35) Affinity Group Principle 36) Insider Principle
  • 14. Games are the most elevated form of investigation.
  • 16. Motivation (Malone & Lepper, 1987) Curiosity Control Optimal Challenge Fantasy Interpersonal (Cooperation, Competition, & Recognition)
  • 17. Creatively Gifted • Curious • Independent • Attracted to complexity • Originality in thought and action • Willing to take risks • Aware of their own creativeness • Need to produce
  • 18. Motivation is Complex Perception of Competence Experience of Autonomy Sense of Control Willingness to Pursue Goals Persistence when Challenged Enjoyment or Interest
  • 19. Intrinsic Motivation (Self-Determination Theory) Perception of Competence Experience of Autonomy Sense of Control Willingness to Pursue Goals Persistence when Challenged Enjoyment or Interest Relatedness
  • 20. RELATEDNESS... Feeling connected to others and having a sense of belonging to a community.
  • 21. COMPETENCE… Ability to demonstrate one’s capacity for success when faced with a challenge or opportunity.
  • 22. COMPETENCE… Feelings of competence shape a person’s willingness to actively engage and persist in different behaviors. (Bandura 1986, 1997)
  • 23. Autonomy The more autonomous (self-determined) a person believes their behavior to be the greater the personal satisfaction and enjoyment from engaging in that behavior.
  • 24. ON TARGET Autonomously-Motivated Students •Higher academic achievement •Higher perceived competence •More positive emotionality •Higher self-worth (Reeve, 2002)
  • 25. ON TARGET Autonomously-Motivated Students • Preference for optimal challenge • Enjoy engaging challenges • Stronger perceptions of control • Greater creativity • Higher rates of retention (Reeve, 2002)
  • 26. Motivation Self-Determination (Malone & Lepper, 1987) (Deci & Ryan, 1980; 2000) Curiosity Goal Pursuit Control Autonomy Optimal Challenge Competence Fantasy Achievement Interpersonal Relatedness (Cooperation, Competition, & Recognition)
  • 28. l n ne a  Ch F l ow Apathy
  • 29. To Experience FLOW... ...the task must provide clear goals and feedback.
  • 30. To Experience FLOW... ...one must become immersed in the activity.
  • 31. To Experience FLOW... ...the task must be challenging and require skill.
  • 32. To Experience FLOW... ...one must learn to enjoy immediate experience.
  • 33. To Experience FLOW... ...one must loose one’s sense of self.
  • 34. l n ne a  Ch F l ow Increasing  Skills Increasing  Challenge Increasing  Challenge Increasing  Skills Apathy
  • 35. Motivation FLOW (Malone & Lepper, 1987) (Csikszentmihalyi, 1975) Curiosity Clear Goal Adjust Performance Control Based on Feedback Optimal Challenge Balance Challenge & Skill Level Fantasy Enjoyment Interpersonal Transcend Self (Cooperation, Competition, & Recognition)
  • 36. LEVEL THREE LEARNING CONTRACTS
  • 39. A  Timeline  with Feedback  Opportuni,es  Built-­‐in
  • 40. Clear  Content  &  Resources Accountability
  • 41. Accountability Clear  Strategies  &  Skills
  • 42. • Agreement  between  teacher  &  student • Student  independence  &  autonomy • Increased  student  responsibility • Provides  freedom  in  acquiring  skills
  • 43. Motivation FLOW Learning (Malone & Lepper, 1987) (Csikszentmihalyi, 1975) Contracts Curiosity Clear Goal Clear Expectations Adjust Performance Benchmarks & Control Based on Feedback Defined Responsibility Balance Challenge & Defined Content & Optimal Challenge Skill Level Skills Fantasy Enjoyment Achievement Interpersonal (Cooperation, Competition, & Transcend Self Authentic Audience Recognition)
  • 45. Person  Environment  Fit • Person  /  Environment  fit  is  the  degree  to  which  a   person  or  their  personality  is  compa8ble  with  their   environment
  • 46. Good  Environmental  Fit  Occurs  When: A  person  adjusts  to  their  surroundings AND The  environment  adapts  to  fit  their  needs
  • 47. Motivation FLOW Learning Gamification (Malone & Lepper, 1987) (Csikszentmihalyi, 1975) Contracts (McGonigal, 2010) Clear Curiosity Clear Goal Clear Objective Expectations Adjusted Benchmarks & Blissful Control Performance Responsibility Productivity Balance Optimal Defined Urgent Challenge & Challenge Content & Skills Optimism Skill Level Fantasy Enjoyment Achievement Epic Win Interpersonal Authentic (Cooperation, Competition, & Transcend Self Social Fabric Recognition) Audience
  • 49. GAME BASED LEARNING “While most games contain a clear reward system for players (moving up a level, receiving badges or points, etc.), what may be most appealing to educators is that games provide students A SAFE PLACE TO LEARN FROM FAILURE . In games, exploration is inherent and there are generally no high-stakes consequences. Children are able to EXPERIMENT AND TAKE RISKS TO FIND SOLUTIONS without the feeling that they are doing something wrong. GAMES ENCOURAGE STUDENTS TO MAKE AND LEARN FROM MISTAKES , which is a particularly important concept in the K-12 setting.”
  • 50. GAMIFICATION: The use of game elements and game-design techniques in non-game contexts.
  • 51. POINTS BADGES LEADER BOARDS
  • 52. POINTS Effectively Keep Score Determine WIN State Connection Between Progress and Reward Provide Feedback External Display of Progress Data for Game Designer
  • 53. BADGES Goals to Strive Toward Guidance About Possibilities Visual Markers of Accomplishment Status Symbols Tribal Markers
  • 58. DEFINE LEARNING OBJECTIVES
  • 59. DELINEATE TARGET BEHAVIORS 2. Delineate Target Behaviors
  • 67. CHALLENGE WRAP UP THOUGHTS STAR Legacy PERSPECTIVES ASSESSMENT & RESOURCES
  • 71. Edmodo is a free, secure, social learning platform for teachers, students, schools, and districts. FREE! FEATURES: Groups Messages Assignments Calendar Poll Student Emails NOT required!
  • 84. GAME OVER ?????
  • 92. 92
  • 93. COMPUTER USE INTERNET USE CREATIVITY CELL PHONE USE VIDEO GAME PLAY Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376.
  • 94. VIDEO GAME PLAY CREATIVITY Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project. Computers in Human Behavior, 28(2), 370-376.