Professor Kevin Werbach Dept. of Legal Studies & Business Ethics
Wharton School, Univ. of Pennsylvania
Twitter: @kwerb
Gamification Summit, April 2013
• 132 years old
• 11 academic departments
• 20 research centers
• 240 faculty
• $900 million endowment
• 92,000 alumni
• 132 years old
• 11 academic departments
• 20 research centers
• 240 faculty
• $900 million endowment
• 92,000 alumni
• 43 years old
• 2 sessions of 1 course
• 1 webcam
• 140,000 students
https://www.coursera.org/ course/gamification
Stats from Session 1 (Fall 2012)
• 81,600 registrations – 2/3 non-U.S.; over 150 countries represented
– 77% of participants not in school/university
• Massive engagement – >2,200,000 video views
– 19,513 forum posts
– 187,028 peer assessments, by 13,088 students
– Student-formed Facebook group: 3,468 members
– Hashtag #gamification12: >2,700 tweets
Pedagogical Challenges
• Novelty of MOOCs
• Diverse global students
• Asynchronous and one-way
• Assessing creative work
Pedagogical Challenges
• Novelty of MOOCs
• Diverse global students
• Asynchronous and one-way
• Assessing creative work
• No prior courses on the subject
• WTF is gamification, anyway?
Course Outline
• Week 1: Intro to games and gamification
• Week 2: Anatomy of games
• Week 3: Psychology
• Week 4: Design concepts
• Week 5: Enterprise and social impact applications
• Week 6: Challenges, critiques, and extensions
ENGAGEMENT
No Stinkin’ Badges!
Traditional Course Design
1 2 3 4 5 6 7
Units
Midterm Final
Onboarding
Climbing
Rest
Rest
Boss Fight
Climbing
Climbing
The Player Journey
Scaffolding
Level Up
Gamification Course Design
Onboard Climb Climb Climb Rest Boss Fight
Rest
Quiz
Quiz
Final
Major Project
Quiz+ Project
Quiz+ Project
Student Motivation Types
Source: Richard Bartle
Puzzles
Notice any differences?
% of Registra4on % of Starters % of Submi:ers % of Writers 0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
61%
31%
23% 19%
16% 15% 13%
11% 13%
52%
38%
32%
26% 25%
22% 18% 21%
74%
61%
50%
48%
42%
35% 40%
84%
70% 80%
% of Registra4on
% of Starters
% of Submi:ers
% of Writers
≈81,600 registered
8,280 received certificate
2x-4x Typical Completion Rate
MOTIVATION
LEARNING
Behavior Games
Marketing and economics Game design and psychology
Incentives Experiences
Satisfying needs Fun
Game elements (inductive) Game thinking (deductive)
Status Meaning
PBLs Puzzles
Rewards Progression
Making users do things Making players awesome
Would the Real Gamification Stand Up?
Behavior Games
Lifelong learning online Lifelong learning online
New pedagogy New pedagogy
Personalization Personalization
Empowering active learning Empowering active learning
Feedback Feedback
Common Ground
Prof. Kevin Werbach
Twitter: @kwerb
thank you!
COURSE http://wdp.wharton.upenn.edu/ books/for-the-win/
BOOK https://www.coursera.org/
course/gamification