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GAME OVER�why your attempts to gamify your course don’t work�(and how to fix it)�

by Jeremy Winn

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About Me

Educator, Game Designer &�Educational Game Designer

eLearning Coordinator

Grays Harbor College

Computer Science Teacher

Fusion Academy & Speer Academy

Educational Game Designer

Dr. Panda Town Mall, Kaleido!, et al.

Game Design Teacher

Chicago Quest

Commercial Game Designer

Impolite Finger Fight, Starific!, AtmosPug, et al.

Ludologist

Since 2005

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About Today’s Presentation

  • Modified from a 2-hour workshop—we’ll be going fast!

  • Confused? Good!

  • Send me questions at jeremy.winn@ghc.edu

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You will be able to:

  • Create your own gamified challenge (assessment!)
    • What’s the objective?
      • What would be a fun/interesting thing for your students to do? What will have meaning for them?
    • Define winning. What does winning this assessment look like?
    • How can you adjust the difficulty of the challenge?
    • How will you provide autonomy and choice in your assessment?
    • How will students receive feedback on their progress?
    • How will students be rewarded for success?

Jot down your ideas as we explore these principles.

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What is gamification?

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What is gamification?

  • “The process of adding games or gamelike elements to something (such as a task) so as to encourage participation” (Merriam-Webster)
    • Gamification does not necessarily mean “fun”!

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What is gamification?

“Design is the process by which a designer creates a context to be encountered by a participant, from which meaning emerges.”

(Katie Salen and Eric Zimmerman)

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What types of motivation we might try to design to produce engagement?�

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The Four Forces of Multidimensional Motivation

Everyone is motivated all the time.

Extrinsic�Motivation

Prizes, grades, getting to the next level.�It’s not about the journey, but the destination.

“I want that.”

Could be anything you enjoy for its own sake!�Running, fishing, shooting things, reading or listening to stories, conversation.

“I enjoy this.”

Failure, punishment, loss, embarrassment. Amotivation lights the fire beneath you.

“Keep that away from me.”

No strong feelings either way. Meh. This is the true lack of motivation.

“I don’t care.”

Intrinsic�Motivation

Amotivation

Apathy

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Traitor!

Why the negativity about gamification?

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Why the negativity?

    • It doesn’t work! (poor ROI)
      • Results have been very mixed, generally poor ROI compared to other interventions
      • “as much as 80% of gamification projects are likely to fail” – (Gartner, 2012)
      • In higher ed: adult learners generally are already highly motivated;
      • Not generally equitable interventions
      • Saturation is the enemy of novelty—the more we do it, the less it works

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Why the negativity?

Some success, though, across many sectors, including adult education.

        • E.g., Duolingo, Khan Academy, McDonald’s Monopoly (25 years)

Not all gamification is good or ethical

        • For every Duolingo there’s a McDonald’s Monopoly

Lack of understanding – classes already are like games

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Discussion:�What’s in a game?

What is a game?

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What’s in a game?

  • A game consists of the following elements:
    • An objective to achieve.
    • Obstacles to the objective.
  • Let’s try one that I created for webinars called Dot Touch.

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Game: �Dot Touch

Demonstration

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We’ll make this better by applying 6 principles

But first…

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Games vs. Courses

  • Knowing what we know about games, what are the similarities and differences with our courses?

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Games vs. Courses

  • Both involve:
    • Designing experiences with a desired outcome for the audience
    • Designing challenges with attainable solutions
    • Assisting the audience in finding solutions to challenges

Designing engaging challenges for future winners.

Designing growth.

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Games vs. Courses

Let’s examine some other core similarities between engaging games and engaging courses.

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Games vs. Classes

Objective

Courses and assignments already have objectives.

Objectives in classes?

Courses and assignments are already designed to challenge students.

Challenges in classes?

Courses already offer students feedback on their progress.

Feedback in classes?

Courses already reward success.

Rewards in classes?

Challenge

Feedback

Reward

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So why don’t courses �feel like games?

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There are two main reasons

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Reason #1�The Magic Circle &�Suspension of Disbelief

“Playing a game is the voluntary effort to overcome unnecessary obstacles.” (Bernard Suits)

“To play a game means entering into a magic circle, or perhaps creating one as a game begins.”

Salen, K. & Zimmerman, E., (2003) Rules of Play: Game Design Fundamentals The MIT Press.

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Reason #2 �Using superficial gaming elements instead of core gaming elements (CCB)

  • Badges, points, leaderboards
    • Shallow attempts to manipulate extrinsic motivation

  • Stories
    • Usually ineffective attempts to create intrinsic motivation
    • Good storytelling is hard
    • Even in video games, players often skip the story

  • Akin to “schoolifying” games by adding backpacks and chalkboards

  • We have a term for this practice in the educational games industry...
    • CCB

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������� Chocolate-Covered Broccoli

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Chocolate-covered Broccoli

  • If an alien imagined how to make broccoli taste better.
  • Chocolate actually takes a lot of work.
  • Students want the nutrition of higher education.
  • Good broccoli uses fat and salt.
  • What is the fat and salt of game design?

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We’ve touched on the similarities between classes and games.

Now let’s explore how to make a game GOOD and what that means for doing gamification WELL. �

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How DO we create a good gamified experience? �

  • Effective gamification is an extension of effective teaching, not a totally separate set of skills.

  • Gamification is complex in the way that teaching is complex, but has been summarized by decades of research in motivational psychology.

  • Let’s see what the research says!

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Five Principles of Gamification, Summarized

Challenge

Feedback

Autonomy

Meaning

Reward

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Self Determination Theory

Deci and Ryan

Allowing the participants choices and freedom in the path to or expression of their objective.

Autonomy

Appropriate challenge that is neither too easy nor too difficult.

Challenge

Creating a meaningful context for participation, whether in a magic circle or the real world, that the player values.

Meaning

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Principle #1- Challenge

The key to engaging learning!

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Related Theories

Theory of Optimal Arousal (Stress)

Zone of Proximal Development

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Where’s the sweet spot?

  • Balance is the key
  • Approachable but challenging… aim for 85!
  • Scaffold your challenges
    • “Smooth the curve” to make difficult problems approachable

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Dot Touch v2

  • Let’s add some challenge to our game.
  • This time the dot will move.
  • (This will work best in Full Screen)

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Workshop: Balancing Challenge

  • What will be the central challenge for your assessment?
  • How will you be able to adjust the difficulty of that challenge to accommodate student ability?

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Principle #2 - Feedback

  • Effective feedback becomes essential to competence/growth
  • Deals directly with the theory of Flow
    • Mihaly Csikszentmihalyi
  • You are in “the zone” when the difficulty is a good match for your skill.
  • While in “the zone” we are in a balancing act where our continued success requires alert attention to our performance.

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Best Practices for Feedback

  • Clear, transparent objectives! (TILT!)
    • Rubrics & Exemplars!

  • Regular and Substantive Feedback (RSI)
    • But, you can’t be available for feedback 24/7 so…
    • Low-stakes self assessments

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Transparency In Teaching and Learning (TILT)

  • A perfect example of research-based educational practice that aligns with principles of gamification and equitable teaching.
    • Context/Purpose (Meaning)
      • Why are we learning this
    • Task
      • What are we doing
    • Criterion
      • How do we know we’ve succeeded
  • Providing transparent criterion allows for students to self-assess and gain immediate, self-guided feedback
  • Rubrics and Exemplars!

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Dot Touch v3

  • Let’s improve the flow of feedback in this game.

  • We’ll put a timer on the game, so you have an idea of how you’re doing, and add scoring. Each time you touch the red dot, type your current score in the chat and press Enter.

End

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Workshop: Increasing Feedback

  • How will students be able to receive regular feedback on their progress towards success?

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Principle #3 - Autonomy

  • A class cannot be gamified for a student who is ONLY participating because of a requirement.
  • Students cannot enter the magic circle without having made some choice.
  • You may not be able to give autonomy for the course requirement, but you can create autonomy in the learning and assessment requirements.
  • Again – good, evidence-based teaching is good gamification
    • Universal Design for Learning (UDL)
    • Another equitable solution!
    • UDL is all about autonomy: “Provide options for”

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Nose Touch v4

  • Let’s add a bit more autonomy to our game!
  • Please turn on your camera to participate in this round.

End

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Workshop: Promoting Autonomy

  • What choices will students have towards determining their objective, or their method of demonstrating completion of the objective?
  • Paradox of Choice! More options is not always better.

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Principle #4 - Meaning

  • Two seemingly opposing approaches to accessing these drives
    • Create a context and a purpose with high alignment to student goals and values

-or-

    • Create a context and purpose with opportunities to experiment with interesting decisions with no/minimal real-world consequences
  • The first plays on our desire to master our chosen strengths
  • The latter plays on our general curiosity
  • Both are primary elements of TILTing!

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Alignment to Goals and Values

  • Capitalize on existing purpose
    • Focus on things that have real significance to students
      • Authenticity in assessment!
    • Progress towards future career goals and personal passions
    • The value of the student-teacher relationship
    • Community & belonging

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Magic Circles

  • Magic circles are subjective
  • Magic circles will be inherently temporary (don’t try to make your entire class inside a magic circle)
  • Magic circles are opportunities to escape reality and consequences

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Creating a Magic Circle

    • Change atmosphere, music
    • Low-threat opportunities to interact with the world and test skills without meaningful real-world consequence
    • Try something new and novel, experimentation
    • Reduce the threat of failure by giving students multiple opportunities for assessment and feedback
      • E.g., use quizzes to self-assess for 1 point, allow revisions on large assignments

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Which approach should I use for my course?

  • Both!

  • Align with real goals/values throughout the entire course

  • Sprinkle magic circles throughout to create a fun class atmosphere and encourage experimentation with ideas and critical thinking

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Nose Touch v5?

  • Welcome to Extreme Nose Picker!

End

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Workshop: Finding Meaning

  • What will successfully completing this objective mean for your students?

  • How can you transport them into a magic circle that allows them to experiment with interesting decisions with minimal consequence?

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Principle #5 - Rewards

Once you maximize intrinsic motivation, you have created a meaning for a reward.

A good grade is already a reward, but now you can invent new incentives as well.

It doesn’t have to be fancy, but something physical is often better than something digital!

  • Watch out for Overjustification!

  • What is the value of the reward? If it’s symbolic, who will see the symbol, and what will it mean to them?

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Overjustification

  • Overjustification – when the intrinsic motivation to do something becomes overwritten by an extrinsic motivation
  • This occurs when an extrinsic reward becomes so powerful that it breaks the magic circle.
  • Most classes are inherently overjustified due to grades!

  • Overjustification vs. the Tom Sawyer effect (you couldn’t PAY me to let you paint this fence)

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The Office – Yankee Swap!

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“Digital Rewards”

  • Often abstract and meaningless—only when they can be shared in some meaningful way do they have a real impact, and that depends on a community context.
  • Use the Canvas checklists.  These checks are already badges, as are grades and report cards
  • Additional rewards can work well for students who aren’t as motivated by grades.
  • Consider alternatives to badges: badges are a dead end reward. Consider how games allow new equipment, or new quests.

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Rewards + Context

  • What a badge MEANS is important. Badge = recognition
    • It means very little coming from a computer.
    • It might mean something coming from you.

  • What does an A mean?
    • It means one thing to a student whose parents rewarded them for a good report card by taking them to an amusement park,
    • and it means something very different to a student who was bullied for being a nerd.

  • You cannot separate a grade or a badge from the source of the recognition.

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Version 6 – Extreme Nose Picker Tournament

  • The winner of this tournament gets a trophy (yes an actual trophy) to put in their office, demonstrating to all their nose-picking domination. It will be a great conversation piece 👃

  • The top two scorers of this round will move on to the final round and face off!

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Workshop: Selecting Rewards

  • How will you reward students for meeting course objectives?

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Comparing Nose Touch v1 to Extreme Nose Picker

  • Many of our course learning activities are still in the early stages of development.

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Gamification, �Without the Fluff

Good game design. Good teaching. Designing engaging challenges for future winners.

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These approaches work for ALL students.

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REAL Gamification Strategies that WORK

  • Objectives should be:
    • Clear, transparent (TILT!) – the student knows how to “win” with rubrics/exemplars
    • Authentic and aligned with student goals and values.

  • Assignments should be:
    • Challenging – aim for 85!
    • Provide choice/autonomy in topic, representation, expression, engagement (UDL!)
    • Allow students to demonstrate meaningful learning (Student-centered assessments, e.g., GP/UBD performance tasks worthy of the news/refrigerator)

  • Feedback should be:
    • Constant! (RSI)
    • Safe and Low-threat (low-stakes assessment)

  • Rewards should be:
    • Used judiciously ;)

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We started with a boring objective

But we made it fun by applying the basic principles of gamification!

Aim for 85!

Challenge

What does success MEAN?

Context & Purpose

Get in the flow!

Feedback

A little boost

Rewards

Provide options for…

Autonomy

And good teaching!

Gamification

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Breakout Discussion

  • Consider your assessment:
    • What’s the objective? What would be a fun/interesting thing for your students to do? What will have meaning for them?
    • Define winning. What does winning this assessment look like?
    • How can you adjust the difficulty of the challenge?
    • How will you provide autonomy and choice in your assessment?
    • How will students receive feedback on their progress?
    • How will students be rewarded for success?

Discuss your notes and ideas with colleagues.

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Sources and Recommended Readings

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Q&A

Send questions to jeremy.winn@ghc.edu

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CC-BY

  • Unless otherwise noted, the content in this presentation is licensed CC-BY.

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THANK YOU!

JEREMY WINN

jeremy.winn@ghc.edu