Post on 12-May-2015
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GAMIFICATIONUsing Game Mechanics to Enhance eLearning
Twitter: @trickyraymerTH202
RICK RAYMERGaming and Simulation Coordinator
Twitter: @trickyraymer
When should video games be
included in eLearning?
Clark & Meyer: E-Learning and the Science of Instruction
•When the goals, rules, activities, feedback, and consequences of the game or simulation can be aligned to the desired learning outcomes
•When structure and guidance to help learners is provided to reach instructional goals
•However, open-ended games and simulations that require unguided exploration should be avoided
Only use games if they directly support your education goals.
Make learning essential to the game.
SUMMARY
Why are video games so popular?What do they do well?
Occupying the attention or the
efforts of a person
ENGAGEMENT
Occurs when the BRAIN is REWARDED
ENGAGEMENT
Rewards must evoke EMOTION from the learner!
WANTING
LIKING
WANTING+LIKING=REWARDING
Dr. Kent Berridge•University of Michigan
Neuroscientist
• Researches the causes of addiction
•Has found wanting and liking to occur in two different part of the brain
Games are not engaging because
they’re games, but when they are
designed to be rewarding!
What is Gamification?
Gamification: The use of gameplay mechanics for non-game applications.
Example: What game mechanics in this game could
be applied to E-Learning?
Example: What game mechanics in this game could
be applied to E-Learning?
Set Goals and Objectives
Set Goals and Objectives
Objective 1
Objective 2
Objective 3
Objective 4
Objective 5
Goal 1
GOAL STRUCTURE
Goal 1
Goal 2
Goal 3
Goal 4
Goal 5
Topic 1
GOAL STRUCTURE
Topic 1
Topic 2
Topic 3
Topic 4
Topic 5
Module 1
GOAL STRUCTURE
Module 1
Module 2
Module 3
Module 4
Module 5
Course 1
GOAL STRUCTURE
LINEAR STRUCTURE
HUB SYSTEMS
HUB SYSTEMS
HUB SYSTEMS
OPTIMAL FLOW
FLOW of GAMES
FLOW of LEARNING
- Give the Learner ChoicesSet Goals and Objectives
- Create Time Sensitive Objectives- Give the Learner Choices
Set Goals and Objectives
Frequent Feedback
Frequent Feedback
As a designer, one of your most important jobs is to MAKE YOUR LEARNERS
FEEL CLEVER.
Measure Progress
- Visual Representation of Experience
Measure Progress
Reward Effort
Reward Effort- Incremental Rewards
- Reward Schedules
Reward Effort- Incremental Rewards
Reward SchedulesThree Main Components:• Prerequisite – Why did I get this reward?• Response – How is the reward presented?• Reinforcer – What is the appropriate reward? (momentary or persistent)
Two Types of Reward Schedules:• Interval – Based on time.‣Fixed – Low engagement immediately after the reward, that increases as the next reward approaches.‣Variable – Random within a window of time.
• Ratio – Based on completing actions.‣Fixed – Given after a set number of actions, which can include after every action. ‣Variable – Random within a window of actions.
- Probability and Danger- Reward Schedules
Reward Effort- Incremental Rewards
- Adaptive Systems- Probability and Danger- Reward Schedules
Reward Effort- Incremental Rewards
- Negative Feedback Loop- Adaptive Systems
Elements of Chance
Elements of Chance- Surprise and Delight
Moments of Intense Attention
Peer Motivation
Suggestions for Specific Project
Phases
Pre-Concept Phase
Think Outside the Box
-Know the BoxThink Outside the Box
Expand Your Horizons
Expand Your Horizons
Alternate Reality/Wearables
Adaptive LearningSystems
Play Games
- Individually & In GroupsBrainstorm
-Never Dismiss Ideas As StupidBrainstorm
The Well Is Deep
Concept Phase
Know Your Audience
Stay True to the Brand
Have a Hook
Improved Presentations
Use CGI or Illustrations
Use Peripherals That MimicManual Dexterity Skills
- Develop for a Game Console
Test Assumptions
Paper Test
Paper Test
Test Early & Often
Summary
•Provide feedback and show progress on clearly stated goals and objectives
• Increase engagement by rewarding learners(wanting+liking=rewarding)
•Reward effort, not just successes
•Gain attention with surprise and delight
•Build systems that allow peer interaction
• Improve your presentations with better art and technology
•Know your audience and brand
•Test assumptions early and often
RICK RAYMERrraymer@ncbionetwork.org
Thank You!