SlideShare a Scribd company logo
Play As You Learn
Gamification as a Technique
for Motivating Learners
Dr. Ian Glover
Sheffield Hallam University, UK
i.glover@shu.ac.uk
Gamification
• Using game-design concepts in domains
– Typically, but not exclusively, from computer games
• Distinct from Game-Based Learning and
Serious Games
– Gamification adds an extra layer over existing
activities
– GBL and SG uses games as the learning medium
Main Uses
Generally used for two purposes:
• Motivating people to undertake specific
(optional?) activities
• Encouraging 'good' behaviours and
discouraging 'bad' behaviours (in kids), or
encouraging focus on a technique to develop
mastery (in adults)
Motivation
• Intrinsic
– Personal
– Strong
• Extrinsic
– External
– Weak (usually)
• Mixed motivations common
– e.g. interested in the topic, but also
want to gain recognition from peers.
Key Game Concepts
• Goal-focused activity
• Reward mechanism(s)
• Progress tracking
Goal-focused Activity
• Working towards clearly defined targets
• Large goals should be broken down into sub-
tasks
• Each sub-task should progress towards the
overall goal
Play As You Learn
Reward Mechanism(s)
• Different mechanisms appeal to different people:
– Peer recognition
– Awards
– Benefits / Prizes
• Unappealing rewards have little motivational effect
• Possibly allow learners to choose rewards
Play As You Learn
Progress Tracking
• Progress within overall goal, and any sub-
tasks, should be readily available
• Progress can be shown relative to peers
– e.g. Leaderboards
• Progress tracking is not a substitute for
assessment
Play As You Learn
Existing Uses of Gamification
Education Uses
• Open Study
• ClassDojo
• Open Badges
• Webmaker
Business Uses
• Passport to Professional Skills
• Online Travel Training
• 'Gold stars'
Other Uses
• Academic Experts
• Chore Wars
• Crowdrise
• my1login
• RedCritter Tracker
• Badgeville
• FourSquare
• DevHub
Quick Exercise
How would you gamify TELFest?
• What would be the goal?
• What would you encourage/discourage?
• What rewards would you give?
• How would you track activity?
Gamification of TELFest
Farzana Latif
University of Sheffield
• Over-justification effect
– Extrinsic motivation can have negative effect on intrinsically
motivated learners (Groh, 2012)
• Only creates illusion of activity being
rewarding (Teti, 2012)
• Encourages addicted/compulsive behaviour?
(Zichermann, 2011)
• 'Rankings' may discourage some people (Williams,
2012)
Criticism of Gamification
• Is motivation a problem?
• Are there behaviours to encourage/discourage?
• Does the activity lend itself to game concepts?
• Would this create a parallel assessment route?
• Would some learners be favoured over others?
• What rewards would work best?
• Are rewards too easy to obtain?
• Will it encourage learners to spend too long on
particular activities?
To Gamify or Not?
• e-Learning systems routinely capture data useful for
gamification
– Link Classroom Clickers to leaderboards
– Publicly rank learners according to achievement
– Adaptively release new materials and activities upon mastery
• Encourage cooperative/collaborative learning
– Reward contribution to forums, wikis, etc.
– Issue badges for achievement
• More ideas: http://
www.growthengineering.co.uk/how-to-gamify-15-ways-to-introduce-gaming-concepts-into-elearning
Gamifying e-Learning
Gamification
+ is a recent term for an established idea
+ can be a useful motivational tool
+ is particularly suited to behavioural
reinforcement
+ lends itself well to e-Learning
– isn't for every situation
– may have negative effects
– needs careful planning
Questions?
Dr. Ian Glover
Sheffield Hallam University, UK
i.glover@shu.ac.uk
• Groh, F. (2012). Gamification: State of the Art Definition and Utilization. In
Proceedings of the 4th seminar on Research Trends in Media Informatics, 39-46.
• Teti, J. (2012). Rev. of Assassin’s Creed III. The Gameological Society.
• Williams, J. (2012).
The Gamification Brain Trust: Intrinsically Motivating People to Change Behavior
(part 2). Gamesbeat.
• Zichermann, G. (2011).
Gamification has issues, but they aren’t the ones everyone focuses on. [Editorial]
O’Reilly Radar.
References

More Related Content

PDF
Play as You Learn: Gamification as a Technique for Motivating Learners
PPTX
Gamification Presentation
PPTX
5 Things to Rethink
PPTX
Integrating JASON Games
 
PPTX
Engaged learning
PPTX
Making Challenge Stick: Increasing Student Expectations
PPTX
Eliminating silos across functional lines
PDF
Where is gamification used?
Play as You Learn: Gamification as a Technique for Motivating Learners
Gamification Presentation
5 Things to Rethink
Integrating JASON Games
 
Engaged learning
Making Challenge Stick: Increasing Student Expectations
Eliminating silos across functional lines
Where is gamification used?

Similar to Play As You Learn (20)

PDF
An Investigation Of Gamification Typologies For Enhancing Learner Motivation
PPT
Chapter 12
PPT
Chapter 12
PPT
Chapter 12
PPTX
Gamification
PPTX
Gamification in education
PPTX
Effects of computer games
PPTX
Snack size work
PPTX
Gamification - to enhance learning and motivation
PPTX
Practical Examples of gamification in action - Learning and Development COP talk
PPTX
Gamification for Second Language Acquisition
PPTX
4 growing and thriving online communities
PDF
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...
PPTX
Gamification and the Moodle gradebook
PPTX
Enhancing New Employee Orientation with a Digital Scavenger Hunt
PPTX
Stinkin' Badges: Why We Need 'Em and How to Use 'Em
PPTX
Teaching Executive Functioning Skills Using Google Tools and Apps
PPT
Brown-Bag-Impact-of-Gamification-on-Student-Retention-Motivation-and-Engageme...
PPT
Game consoles used in the classroom
An Investigation Of Gamification Typologies For Enhancing Learner Motivation
Chapter 12
Chapter 12
Chapter 12
Gamification
Gamification in education
Effects of computer games
Snack size work
Gamification - to enhance learning and motivation
Practical Examples of gamification in action - Learning and Development COP talk
Gamification for Second Language Acquisition
4 growing and thriving online communities
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...
Gamification and the Moodle gradebook
Enhancing New Employee Orientation with a Digital Scavenger Hunt
Stinkin' Badges: Why We Need 'Em and How to Use 'Em
Teaching Executive Functioning Skills Using Google Tools and Apps
Brown-Bag-Impact-of-Gamification-on-Student-Retention-Motivation-and-Engageme...
Game consoles used in the classroom
Ad

More from telshef (20)

PPTX
TDeveloping and Assessing the Digital Curriculum: Taking a Programme-Level Ap...
PPTX
Developing and Assessing the Digital Curriculum: Taking a Programme-Level App...
PPTX
Media rich feedback using Explain Everything and MOLE - Aidan Hoggard
PPTX
Kaltura for Video Feedback - Aidan Hoggard
PPTX
Innovation in Video Case Studies - Loo Yeo, Darahgh O'Reilly, Jesse Armstrong.
PPTX
Kaltura Digital Media Hub Launch - Graham McElearney et. al.
PPTX
The Value of Video - Julia Davies
PPTX
"Is There Anybody Out There?" - Claire Beecroft, Luke Miller
PPTX
Lecture Capture - Student and Staff benefits. - Louise Robson
PPTX
MOLE Refresh - What is it and what does it mean to me?
PPTX
Identifying the right voting systems for you - Simon Warwick
PPTX
Exams in MOLE - Danny Monaghan, David Markham
PPTX
Exemplary Course Design: Hands on Refresh - Danny Monaghan
PPTX
MOLE Update - Danny Monaghan
PPTX
Lightning Strikes
PPTX
Anonymous Marking in MOLE- Danny Monaghan, Simon Warwick
PPTX
Delegated Marking in MOLE - Danny Monaghan, Simon Warwick
PPTX
Capturing your Media Item with your Mobile Device - Tom Foster, Jonny Hooton
PPTX
Creating Immersive VR Experiences
PPTX
The Crys-TEL Maze
TDeveloping and Assessing the Digital Curriculum: Taking a Programme-Level Ap...
Developing and Assessing the Digital Curriculum: Taking a Programme-Level App...
Media rich feedback using Explain Everything and MOLE - Aidan Hoggard
Kaltura for Video Feedback - Aidan Hoggard
Innovation in Video Case Studies - Loo Yeo, Darahgh O'Reilly, Jesse Armstrong.
Kaltura Digital Media Hub Launch - Graham McElearney et. al.
The Value of Video - Julia Davies
"Is There Anybody Out There?" - Claire Beecroft, Luke Miller
Lecture Capture - Student and Staff benefits. - Louise Robson
MOLE Refresh - What is it and what does it mean to me?
Identifying the right voting systems for you - Simon Warwick
Exams in MOLE - Danny Monaghan, David Markham
Exemplary Course Design: Hands on Refresh - Danny Monaghan
MOLE Update - Danny Monaghan
Lightning Strikes
Anonymous Marking in MOLE- Danny Monaghan, Simon Warwick
Delegated Marking in MOLE - Danny Monaghan, Simon Warwick
Capturing your Media Item with your Mobile Device - Tom Foster, Jonny Hooton
Creating Immersive VR Experiences
The Crys-TEL Maze
Ad

Recently uploaded (20)

PDF
MBA _Common_ 2nd year Syllabus _2021-22_.pdf
PPTX
ELIAS-SEZIURE AND EPilepsy semmioan session.pptx
PPTX
20th Century Theater, Methods, History.pptx
PDF
FORM 1 BIOLOGY MIND MAPS and their schemes
PDF
Paper A Mock Exam 9_ Attempt review.pdf.
PPTX
202450812 BayCHI UCSC-SV 20250812 v17.pptx
PPTX
Introduction to pro and eukaryotes and differences.pptx
PDF
Chinmaya Tiranga quiz Grand Finale.pdf
PPTX
B.Sc. DS Unit 2 Software Engineering.pptx
PDF
ChatGPT for Dummies - Pam Baker Ccesa007.pdf
PDF
FOISHS ANNUAL IMPLEMENTATION PLAN 2025.pdf
PDF
Indian roads congress 037 - 2012 Flexible pavement
PPTX
Unit 4 Computer Architecture Multicore Processor.pptx
PDF
Black Hat USA 2025 - Micro ICS Summit - ICS/OT Threat Landscape
PDF
Computing-Curriculum for Schools in Ghana
PDF
Τίμαιος είναι φιλοσοφικός διάλογος του Πλάτωνα
PDF
medical_surgical_nursing_10th_edition_ignatavicius_TEST_BANK_pdf.pdf
DOC
Soft-furnishing-By-Architect-A.F.M.Mohiuddin-Akhand.doc
PPTX
History, Philosophy and sociology of education (1).pptx
PPTX
Virtual and Augmented Reality in Current Scenario
MBA _Common_ 2nd year Syllabus _2021-22_.pdf
ELIAS-SEZIURE AND EPilepsy semmioan session.pptx
20th Century Theater, Methods, History.pptx
FORM 1 BIOLOGY MIND MAPS and their schemes
Paper A Mock Exam 9_ Attempt review.pdf.
202450812 BayCHI UCSC-SV 20250812 v17.pptx
Introduction to pro and eukaryotes and differences.pptx
Chinmaya Tiranga quiz Grand Finale.pdf
B.Sc. DS Unit 2 Software Engineering.pptx
ChatGPT for Dummies - Pam Baker Ccesa007.pdf
FOISHS ANNUAL IMPLEMENTATION PLAN 2025.pdf
Indian roads congress 037 - 2012 Flexible pavement
Unit 4 Computer Architecture Multicore Processor.pptx
Black Hat USA 2025 - Micro ICS Summit - ICS/OT Threat Landscape
Computing-Curriculum for Schools in Ghana
Τίμαιος είναι φιλοσοφικός διάλογος του Πλάτωνα
medical_surgical_nursing_10th_edition_ignatavicius_TEST_BANK_pdf.pdf
Soft-furnishing-By-Architect-A.F.M.Mohiuddin-Akhand.doc
History, Philosophy and sociology of education (1).pptx
Virtual and Augmented Reality in Current Scenario

Play As You Learn

  • 1. Play As You Learn Gamification as a Technique for Motivating Learners Dr. Ian Glover Sheffield Hallam University, UK i.glover@shu.ac.uk
  • 2. Gamification • Using game-design concepts in domains – Typically, but not exclusively, from computer games • Distinct from Game-Based Learning and Serious Games – Gamification adds an extra layer over existing activities – GBL and SG uses games as the learning medium
  • 3. Main Uses Generally used for two purposes: • Motivating people to undertake specific (optional?) activities • Encouraging 'good' behaviours and discouraging 'bad' behaviours (in kids), or encouraging focus on a technique to develop mastery (in adults)
  • 4. Motivation • Intrinsic – Personal – Strong • Extrinsic – External – Weak (usually) • Mixed motivations common – e.g. interested in the topic, but also want to gain recognition from peers.
  • 5. Key Game Concepts • Goal-focused activity • Reward mechanism(s) • Progress tracking
  • 6. Goal-focused Activity • Working towards clearly defined targets • Large goals should be broken down into sub- tasks • Each sub-task should progress towards the overall goal
  • 8. Reward Mechanism(s) • Different mechanisms appeal to different people: – Peer recognition – Awards – Benefits / Prizes • Unappealing rewards have little motivational effect • Possibly allow learners to choose rewards
  • 10. Progress Tracking • Progress within overall goal, and any sub- tasks, should be readily available • Progress can be shown relative to peers – e.g. Leaderboards • Progress tracking is not a substitute for assessment
  • 12. Existing Uses of Gamification Education Uses • Open Study • ClassDojo • Open Badges • Webmaker Business Uses • Passport to Professional Skills • Online Travel Training • 'Gold stars' Other Uses • Academic Experts • Chore Wars • Crowdrise • my1login • RedCritter Tracker • Badgeville • FourSquare • DevHub
  • 13. Quick Exercise How would you gamify TELFest? • What would be the goal? • What would you encourage/discourage? • What rewards would you give? • How would you track activity?
  • 14. Gamification of TELFest Farzana Latif University of Sheffield
  • 15. • Over-justification effect – Extrinsic motivation can have negative effect on intrinsically motivated learners (Groh, 2012) • Only creates illusion of activity being rewarding (Teti, 2012) • Encourages addicted/compulsive behaviour? (Zichermann, 2011) • 'Rankings' may discourage some people (Williams, 2012) Criticism of Gamification
  • 16. • Is motivation a problem? • Are there behaviours to encourage/discourage? • Does the activity lend itself to game concepts? • Would this create a parallel assessment route? • Would some learners be favoured over others? • What rewards would work best? • Are rewards too easy to obtain? • Will it encourage learners to spend too long on particular activities? To Gamify or Not?
  • 17. • e-Learning systems routinely capture data useful for gamification – Link Classroom Clickers to leaderboards – Publicly rank learners according to achievement – Adaptively release new materials and activities upon mastery • Encourage cooperative/collaborative learning – Reward contribution to forums, wikis, etc. – Issue badges for achievement • More ideas: http:// www.growthengineering.co.uk/how-to-gamify-15-ways-to-introduce-gaming-concepts-into-elearning Gamifying e-Learning
  • 18. Gamification + is a recent term for an established idea + can be a useful motivational tool + is particularly suited to behavioural reinforcement + lends itself well to e-Learning – isn't for every situation – may have negative effects – needs careful planning
  • 19. Questions? Dr. Ian Glover Sheffield Hallam University, UK i.glover@shu.ac.uk
  • 20. • Groh, F. (2012). Gamification: State of the Art Definition and Utilization. In Proceedings of the 4th seminar on Research Trends in Media Informatics, 39-46. • Teti, J. (2012). Rev. of Assassin’s Creed III. The Gameological Society. • Williams, J. (2012). The Gamification Brain Trust: Intrinsically Motivating People to Change Behavior (part 2). Gamesbeat. • Zichermann, G. (2011). Gamification has issues, but they aren’t the ones everyone focuses on. [Editorial] O’Reilly Radar. References

Editor's Notes

  • #3: Linked infographic more about GBL than gamification per se. <number>
  • #4: <number>
  • #10: Borderlands 2 <number>
  • #12: everquest <number>
  • #13: OTT claim to have doubled module passes since introducing gamification, with pass rate increased by 65%. (total passes influenced by increase in learners) Conference social network uses profile badges <number>
  • #14: Voting on Q&A interactions Points for presentations/presiding ‘people’s choice’ award for best presentation on the day ‘newbie’ voting for most helpful delegate Etc. <number>