+ All Categories
Home > Education > A case study of gamification in learning: GameLead, powered by Gametize

A case study of gamification in learning: GameLead, powered by Gametize

Date post: 27-Jan-2015
Category:
Upload: gametize
View: 108 times
Download: 2 times
Share this document with a friend
Description:
GameLead is a pilot gamification initiative for a core module in Singapore Management University, under Leadership and Team Building, designed by four teaching assistants and facilitated by Prof Rani Tan. Overall, it was a great success, with encouraging numbers to show for. The app is powered by Gametize, the world's simplest gamification platform.
Popular Tags:
35
!"#$%&'$ FOR LEARNING [email protected] A case study on gamification & learning: GameLead
Transcript
Page 1: A case study of gamification in learning: GameLead, powered by Gametize

!"#$%&'$FOR LEARNING

[email protected]

A case study on gamification & learning: GameLead

Page 2: A case study of gamification in learning: GameLead, powered by Gametize

Leadership and Team Building (LTB) is a core module offered as part of the business program in the Singapore Management University (SMU).

To solve the problem of low classroom engagement, SMU used the Gametize platform to produce GameLead, a gamified experience to make learning much more fun, exciting and easy for LTB students.

GameLead was made available on both web and mobile to be played by students wherever, whenever!

Overview

Page 3: A case study of gamification in learning: GameLead, powered by Gametize

Games Games were segregated according to LTB classes

Page 4: A case study of gamification in learning: GameLead, powered by Gametize

Quests

Challenges were posed to the

students through weekly

quests

Page 5: A case study of gamification in learning: GameLead, powered by Gametize

Quests

Challenges were posed to the

students through weekly

quests

Page 6: A case study of gamification in learning: GameLead, powered by Gametize

Challenges

A series of simple challenges

prompted students to reflect on and

apply what they’ve learnt in class

Page 7: A case study of gamification in learning: GameLead, powered by Gametize

Challenges

Page 8: A case study of gamification in learning: GameLead, powered by Gametize

Challenges

Page 9: A case study of gamification in learning: GameLead, powered by Gametize

Student Feedback

Gamification was also used to

collect student feedback on the

GameLead experience

Page 10: A case study of gamification in learning: GameLead, powered by Gametize

Student Feedback

Page 11: A case study of gamification in learning: GameLead, powered by Gametize

Student Feedback

Page 12: A case study of gamification in learning: GameLead, powered by Gametize

Our results

177 players completed 9,262 challenges in 9 weeks, at an average rate of 52 challenges per player.

Student engagement 61.9% of students felt much more engaged in LTB due to GameLead. (Based on feedback ratings of 4< on a scale of 1-5, where “5” indicated the highest level of engagement).

Usefulness of app 64% of students felt GameLead was greatly useful in learning about LTB. (Based on feedback ratings of 4< on a scale of 1- 5, where “5” indicated great usefulness)

93.7% of students recommended the use of GameLead for LTB in the future

Page 13: A case study of gamification in learning: GameLead, powered by Gametize

What worked? GameLead empowered students •  Game structure and content of app was designed by four Teaching

Assistants (TAs) who were previously students of the same course, and were currently still enrolled in SMU

•  Students were given the option not to participate (though impact of grades was left unclear)

Classroom integration created an immersive experience: •  Class participation was weaved into the product •  Activities such as photo challenges with group mates, and group discussions

were introduced to bolster social interactions •  A TA was actively involved in the promotion of the app during class

Page 14: A case study of gamification in learning: GameLead, powered by Gametize

What worked? The emphasis on visuals boosted engagement: •  Students felt that content introduced through videos was interactive,

interesting, and relevant to the theories learnt in class •  They also enjoyed offline activities such as photo challenges

Game elements: Competition, and rewards •  For some, the earning of points acted as a strong motivator to complete

the challenges •  Students could affect the scores of others, through voting •  The top groups were rewarded with the ability to choose prime

presentation slots

App features facilitated a collaborative learning environment: •  The commenting and newsfeed features allowed students to understand key

points from different perspectives, enriching their learning experience •  App also allowed students to refer back to answers at a later time for deeper

reflection, and to review learning points

Page 15: A case study of gamification in learning: GameLead, powered by Gametize

What didn’t work? A baseline on engagement was not properly established: •  We did not introduce a control group. Furthermore, we discovered that some classes were more motivated by their TAs than others. This made it difficult for us to truly determine changes in student engagement levels. •  Player types differ group to group. This made it difficult to predict and mould the game towards their behaviors

Mixed responses on game mechanics and elements •  Some students resulted in the fatalistic behavior of not completing the game, upon seeing that they weren’t at the top of the leaderboard •  The top prize of choosing group presentation slots was not a good enough motivator for some •  For some, GameLead still felt like “additional homework”; wherein its impact on their grades was left obscure

Mobile app was not optimal platform for access: • Use and access of GameLead on mobile was lower than expected. Students still preferred completing challenges through their desktop (using the web version). This undermined the ease of accessibility of GameLead through mobile.

Page 16: A case study of gamification in learning: GameLead, powered by Gametize

Appendix: Feedback data

Table 1.1 : Poll questions

Page 17: A case study of gamification in learning: GameLead, powered by Gametize

Appendix: Feedback data

Table 1.2 : Poll questions

Page 18: A case study of gamification in learning: GameLead, powered by Gametize

Appendix: Feedback data

Open-ended question (1):

“What did you find (or not find) most engaging about the app in helping you learn about leadership and team-building?”

Page 19: A case study of gamification in learning: GameLead, powered by Gametize

Table 2.1 : Group 1 responses to open-ended question (1)

Page 20: A case study of gamification in learning: GameLead, powered by Gametize

Table 2.2 : Group 2 responses to open-ended question (1)

Page 21: A case study of gamification in learning: GameLead, powered by Gametize

Table 2.3 : Group 3 responses to open-ended question (1)

Page 22: A case study of gamification in learning: GameLead, powered by Gametize

Table 2.4 : Group 4 responses to open-ended question (1)

Page 23: A case study of gamification in learning: GameLead, powered by Gametize

Appendix: Feedback data

Open-ended question (2):

“What did you find (or not find) useful about the app in helping you learn about LTB?”

Page 24: A case study of gamification in learning: GameLead, powered by Gametize

Table 3.1 : Group 1 responses to open-ended question (2)

Page 25: A case study of gamification in learning: GameLead, powered by Gametize

Table 3.2 : Group 2 responses to open-ended question (2)

Page 26: A case study of gamification in learning: GameLead, powered by Gametize

Table 3.3 : Group 3 responses to open-ended question (2)

Page 27: A case study of gamification in learning: GameLead, powered by Gametize

Table 3.3.1 : Group 3 responses to open-ended question (2)

Page 28: A case study of gamification in learning: GameLead, powered by Gametize

Table 3.4 : Group 4 responses to open-ended question (2)

Page 29: A case study of gamification in learning: GameLead, powered by Gametize

Appendix: Feedback data

Open-ended question (3):

“Do you have any other feedback for us? Share it here!”

Page 30: A case study of gamification in learning: GameLead, powered by Gametize

Table 4.1 : Group 1 responses to open-ended question (3)

Page 31: A case study of gamification in learning: GameLead, powered by Gametize

Table 4.2 : Group 2 responses to open-ended question (3)

Page 32: A case study of gamification in learning: GameLead, powered by Gametize

Table 4.3 : Group 3 responses to open-ended question (3)

Page 33: A case study of gamification in learning: GameLead, powered by Gametize

Table 4.3.1 : Group 3 responses to open-ended question (3)

Page 34: A case study of gamification in learning: GameLead, powered by Gametize

Table 4.4 : Group 4 responses to open-ended question (3)

Page 35: A case study of gamification in learning: GameLead, powered by Gametize

Appendix: Feedback data Graph 1.1 : Student submissions over 9 weeks


Recommended