Gamification and Flow
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Transcript of Gamification and Flow
Doctoral Dissertation
Creating The Flow:The Gamification Of Higher Education Courses
Martin Sillaots15.12.2016
Supervisors:Mauri Kaipainen
Kai Pata
Content• Introduction: [problem • objectives • questions]• Theory: [gamification • flow dimensions]• Research: [methods • cases]• Results: [game elements • flow • model]• Conclusions: [outcomes • limitations •
implications]
Introduction
[problem • objectives • research questions]
Problem
Learning is perceived as boring activity(Steinberg, Brown, & Dornbusch, 1997)
(Admiraal, Huizenga, Akkerman, & Dam, 2011)(Pekrun, Goetz, Daniels, Stupnisky, & Perry, 2010)
Solution
Active learning methodse.g. gamification
GamificationThe use of game elements in a non-gaming
environmentGame elements = game design elements (Deterding 2011) + gaming metaphors (Marczewski, 2013)
Purpose of Gamification
Involve participants and solve problems(Fitz-Walter, Tjondronegoro, & Wyeth, 2011)
(Kapp, 2012)
Involvement
The act of participating in something(Brown & Cairns, 2004; IJsselsteijn et al., 2007)
FlowOptimal experience in the level of mind and
body where the user becomes absorbed in the activity and senses a deep level of enjoyment
(Csikszentmihalyi, 1990)
How to use game elements for involving students?
How to measure involvement?
Research Objectives• Gamification of university level courses• Evaluation of the level of involvement• Finding causalities between game end flow
elements
Research QuestionsRQ1: How students value game elements?
How do students value the game elements in different type of university courses from the viewpoint of experiencing the flow in learning?
RQ2: Was the flow achieved?How does course context influence the successful application of game elements for experiencing the flow in learning?
RQ3: How game elements influence flow dimensions?How do different game elements affect the flow components?
Theoretical Background
[game elements • flow dimensions • instruments]
Game Elements
Any element that can be found in the game(Deterding, 2011)
Flow Dimensions• Clear goals• Clear feedback• Balance between challenges and skills• Control• Concentration• Action-awareness merging• Losing self-consciousness • Time transformation• Autotelic experience
(Csikszentmihalyi, 1990)
Flow Dimensions• Clear goals• Clear feedback• Balance between challenges and skills• Control• Concentration• Immersion
(Sweetser & Wyeth, 2005)
Instruments for Measuring the Flow• ESM: Experience Sampling Method
(Hektner, Schmidt, & Csikszentmihalyi, 2007)
• FSS: Flow State Scale (Jackson & Marsh, 1996)
• DFS: Dispositional Flow Scale (Jackson, Ford, Kimiecik, & Marsh, 2008)
• GameFlow (Sweetser & Wyeth, 2005)
• eGameFlow(Fu et al., 2009)
FlowAutotelic Experience
Skill-challengeBalance
UnambiguousFeedback
ClearGoals
Control
LosingSelf-consciousness
Timetransformation
Concentration
MergingAction-awareness
Research Methodology
[methods • process • game elements • courses] [data collection and analyze methods]
Design Based Research• Mixing existing theory with practice• Improve teaching practice• Focus on learning process
DBR Provide• New theories – RQ3: How game elements affect flow
dimensions?• Implementation of existing theories – gamified course
designs• Adjust the context – RQ2: How course context influence the
application of game elements and experiencing the flow?• Assess the design – RQ1: How students value the game
elements in courses design?(Edelson, 2002)
Instructional Design Theory• Domain theory - how to involve students? • Design framework - selection and
implementation of game elements in the course design
• Design methodology(Edelson, 2002)
Research Process
Game Elements
Achievements Actions Aesthetics Altruism Art Atmosphere Attitudes Autonomy Autotelic_experience
Avatar Badges Balance Big_Boss_Fight Challenges Characters Cheating Cognitive_needs Collaboration Communication Community Competences Competition
Concentration Control Creativity Culture Curiosity Decision_making Difficulty Dimensions
Discovering Emotional_needs Engagement Engrossment Enjoyment Environmental_needs
Ethics Events Extrinsic_motivation Extrinsic_reward Fairness Fantasy Feedback Fight Flow Followership Fun Gameplay Goals Identity Immersion Importance Interaction
Intrinsic_motivation Intrinsic_reward Involvement Knowledge Levels Loosing self
Loyalty Luck Meaningfulness Merging_action-awareness Messages Motivation Narrative NPC
Non_essential Opponent Performance Player Points Progress Psychological_needs Recruiting Relatedness Relationship Reputation Resource acquisition
Reward Risk Roles Rules Scoreboard Self_Expressions Skills Social_needs Socialization
Sound Space Stile Story Support Surprise Teams Teamwork Time Time_Transformation Turns Utility Variety
Voluntariness World
Selected Game Elements• Goals• Feedback• Characters (avatars)• Risk (luck)• Extrinsic reward (points, scoreboard, levels)• Collaboration• Competition• Interaction
Case Courses
5 courses x 2
Case Courses• Research Methods
– Research Seminar 1 (bachelor)– Research Seminar 2 (bachelor)– Research Methods (masters)
• Computer Game Design– Computer Games (bachelor)– Game Design (masters)
Reason for Gamification• Research Methods
– Many students experience research methods as dry and boring (Winn, 1995)
– Gamification for achieving involvement
• Game Design– Game like course design supports content delivery
(Sheldon, 2011)
Case Courses
Course Design
Gamified Course Design• Course objectives• Avatar design• Challenges
– Debates– Presentations– RND– Quizzes– Big Boss
• Collecting points• Scoreboard• Levels• Instant feedback• Game vocabulary
Data Collection
Data Collection Methods• Online Questionnaire• Observation diary• Group interview
Online Questionnaire• Based on model of GameFlow
(Sweetser & Wyeth, 2005)
• + questions about game elements– Pilot: 17 questions, 4 point scale– 1st iteration: 47 questions, 4 point interval scale– 2nd iteration: 45 questions, 5 point interval scale
• 198 answers (75%)
Data Analysis• Data preparation• Descriptive statistics• Validity and reliability evaluation• Compound variables• Correlation analysis• Path analysis
Validity and Reliability • Construct validity: multiple data sources• Internal validity: in and cross case comparison• External validity: referencing to similar case studies• Reliability: triangulation of different researchers• Reliability of the questionnaire: Cronbach’s Alpha• Internal consistency of the data: 2 independent samples T-test• Retention: data accessible in Internet
Compound Variables• Character• Luck• Extrinsic reward• Collaboration• Competition• Interaction• Goals
• Feedback• Balance• Control• Concentration• Merging• Time transformation• Losing self
Path Analysis• Find causalities among game and flow elements• Iterative linear regression analysis• No constants• Independent variables with highest impact• Connection Strength: linear regression β weights• Model compatibility: regression R2 values(Garbin, n.d.; Olobatuyi, 2006)
Game Elements, Case Courses and Publications
Results
[elements • flow • model]
Feedback to Game ElementsRQ1: How do students value the game elements in different types of
university courses from the viewpoint of experiencing the flow at learning?
Game Elements in TotalTotal0.75
Game Elements in Details GD 13 GD 14 CG 13 CG 15 RS1 13 RS1 14 RS2 13 RS2 14 RM 13 RM 14 Total
Character 0.49 0.43 0.41 0.46 0.41 0.44 0.40 0.35 0.25 0.41
Luck 0.82 0.71 0.75 0.66 0.78 0.63 0.77 0.44 0.71 0.69
Reward 0.84 0.76 0.79 0.89 0.76 0.73 0.75 0.76 0.63 0.74 0.75
Collaboration 0.79 0.80 0.65 0.82 0.85 0.73 0.83 0.82 0.79 0.82 0.79
Competition 0.33 0.61 0.70 0.73 0.81 0.77 0.86 0.74 0.58 0.72 0.74
Interaction 0.93 0.96 0.89 0.85 0.79 0.83 0.81 0.69 0.82 0.85
Goals 0.90 0.94 0.82 0.94 0.91 0.96 0.92 0.94 0.83 0.92 0.91
Feedback 0.74 0.80 0.86 0.89 0.87 0.85 0.86 0.91 0.79 0.87 0.84
TOTAL 0.72 0.77 0.74 0.79 0.77 0.75 0.76 0.77 0.64 0.73 0.75
Achieving FlowRQ2: How does course context influence the successful application of
game elements for experiencing the flow in learning?
Achieving Flow in TotalTotal0.68
Achieving Flow in Details GD 13 GD 14 CG 13 CG 15 RS1 13 RS2 14 RS2 13 RS2 14 RM 13 RM 14 Total
Goals * 0.90 0.94 0.82 0.94 0.91 0.96 0.92 0.94 0.83 0.92 0.91
Feedback * 0.74 0.80 0.86 0.89 0.87 0.85 0.86 0.91 0.79 0.87 0.84
Balance 0.75 0.75 0.80 0.80 0.79 0.80 0.75 0.81 0.70 0.78 0.78
Control 0.75 0.74 0.67 0.87 0.70 0.73 0.65 0.74 0.60 0.77 0.72
Concentration 0.78 0.88 0.75 0.89 0.85 0.88 0.86 0.87 0.78 0.78 0.83
Losing Self 0.54 0.44 0.65 0.51 0.38 0.54 0.36 0.44 0.48 0.48
Merging 0.82 0.80 0.66 0.85 0.73 0.71 0.73 0.73 0.78 0.72 0.75
Time 0.70 0.44 0.77 0.74 0.63 0.83 0.62 0.53 0.66 0.65
TOTAL 0.82 0.72 0.55 0.78 0.64 0.63 0.68 0.63 0.65 0.66 0.68
Model of Game and Flow Elements
RQ3: How do different game elements affect the flow components?
Path analysisIterative linear Regression Analysis
Immersion =Merge + Time + Self
Control
Immersion =Merge + Time + Self
R2 = 0.949
0.510
Concentration
0.470
Control
Immersion =Merge + Time + Self
R2 = 0.949
0.470
Concentration
SPSS: linear regression analysis
0.510
Control
Immersion =Merge + Time + Self
R2 = 0.949
0.470
Concentration
Estimations of model compatibility:regression analysis R2 values
0.510
Control
Immersion =Merge + Time + Self
R2 = 0.949
0.470
Concentration
Strength of the connection: beta weights
0.510
Control
Immersion =Merge + Time + Self
R2 = 0.949
0.470
Concentration
Immersion = 0.5 x Control + 0.5 x Concentration
Immersion can not be achieved without concentration and control
0.510
Balance GoalsFeedback
ControlR2 = 0.973
Immersion =Merge + Time + Self
R2 = 0.949
0.470
0.4930.3170.564
0.612
0.186
ConcentrationR2 = 0.981
0.510
Balance GoalsFeedback
ControlR2 = 0.973
Immersion =Merge + Time + Self
R2 = 0.949
ConcentrationR2 = 0.981
• For control feedback and clear goals are needed– e.g. setting or accepting the goals, tracking them– e.g. feedback provides control over the process
0.470 0.510
0.4930.3170.564
0.612
0.186
Balance GoalsFeedback
ControlR2 = 0.973
Immersion =Merge + Time + Self
R2 = 0.949
ConcentrationR2 = 0.981
• For concentration balance and clear goals are needed– e.g. concentration is highest if the challenges are little bit above
the level skills (balance)– e.g. concentration is easier when goals are clear
0.470 0.510
0.4930.3170.564
0.612
0.186
BalanceR2 = 0.984
GoalsR2 = 0.980
FeedbackR2 = 0.976
ControlR2 = 0.973
Immersion =Merge + Time + Self
R2 = 0.949
CollaborationR2 = 0.963
Competition
RewardR2 = 0.963
Luck
InteractionR2 = 0.964
< 0.7620.426 >
0.231 0.167
< 0.4080.605 >
0.268< 0.5340.544 >0.206
0.249
0.1690.247
< 0.500
0.465 >
ConcentrationR2 = 0.981
0.470 0.510
0.4930.3170.564
0.612
0.186
Discussion …• Feedback depends on balance and interaction
– e.g. difficulty (balance) is important feedback information– e.g. interaction provides feedback
• Balance depends on feedback, goals and reward– e.g. feedback enables balancing– e.g. it’s challenging (part of balance) to achieve the goals– e.g. balanced scoring system (reward)
• Clear goals depend on balance and collaboration– e.g. challenges (part of balance) have goals– e.g. defining joint objectives for group work (collaboration)
• Interaction is created through collaboration, competition and luck– e.g. collaboration and competition are type of interaction– e.g. luck (randomly pointed tasks) can trigger interaction
• Extrinsic reward is affected by collaboration, interaction and competition– e.g. social acceptance (extrinsic reward) is a part of collaboration– e.g. scoreboard (competition) is extrinsically rewarding
• Collaboration is affected by the reward and interaction– e.g. possibility to earn points (reward) motivated to participate in
teamwork– e.g. no collaboration without interaction
… Discussion
Conclusions
[outcomes • limitations • further studies • implications]
Main Outcomes• Map of game elements• Gamified courses• Achieving moderate level of flow• Refined model of flow• Conceptual model of game elements
FlowAutotelic Experience
Skill-challengeBalance
Control
LosingSelf-consciousness
Timetransformation
Concentration
MergingAction-awareness
ClearGoals
UnambiguousFeedback
Refined Model of Flow
Limitations• Case study• Limited number of game elements• Focus on involvement
Further Study Needed• Classification of game elements• Implementation of complex game elements• Periodical student feedback (ESM)• Influences on learning results
Implications • Classroom: for instructional designers• Games: game designers
– Engineering of Flow– Involvement evaluation
Link to the thesishttp://tinyurl.com/gamificationflow