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![Page 1: Th202 slides](https://reader033.fdocuments.net/reader033/viewer/2022060109/55517ccbb4c90596028b4578/html5/thumbnails/1.jpg)
GAMIFICATIONUsing Game Mechanics to Enhance eLearning
Twitter: @trickyraymerTH202
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RICK RAYMERGaming and Simulation Coordinator
Twitter: @trickyraymer
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When should video games be
included in eLearning?
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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
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Only use games if they directly support your education goals.
Make learning essential to the game.
SUMMARY
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Why are video games so popular?What do they do well?
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Occupying the attention or the
efforts of a person
ENGAGEMENT
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Occurs when the BRAIN is REWARDED
ENGAGEMENT
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Rewards must evoke EMOTION from the learner!
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WANTING
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LIKING
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WANTING+LIKING=REWARDING
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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
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Games are not engaging because
they’re games, but when they are
designed to be rewarding!
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What is Gamification?
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Gamification: The use of gameplay mechanics for non-game applications.
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Example: What game mechanics in this game could
be applied to E-Learning?
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Example: What game mechanics in this game could
be applied to E-Learning?
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Set Goals and Objectives
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Set Goals and Objectives
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Objective 1
Objective 2
Objective 3
Objective 4
Objective 5
Goal 1
GOAL STRUCTURE
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Goal 1
Goal 2
Goal 3
Goal 4
Goal 5
Topic 1
GOAL STRUCTURE
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Topic 1
Topic 2
Topic 3
Topic 4
Topic 5
Module 1
GOAL STRUCTURE
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Module 1
Module 2
Module 3
Module 4
Module 5
Course 1
GOAL STRUCTURE
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LINEAR STRUCTURE
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HUB SYSTEMS
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HUB SYSTEMS
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HUB SYSTEMS
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OPTIMAL FLOW
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FLOW of GAMES
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FLOW of LEARNING
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- Give the Learner ChoicesSet Goals and Objectives
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- Create Time Sensitive Objectives- Give the Learner Choices
Set Goals and Objectives
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Frequent Feedback
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Frequent Feedback
As a designer, one of your most important jobs is to MAKE YOUR LEARNERS
FEEL CLEVER.
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Measure Progress
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- Visual Representation of Experience
Measure Progress
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Reward Effort
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Reward Effort- Incremental Rewards
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- Reward Schedules
Reward Effort- Incremental Rewards
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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.
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- Probability and Danger- Reward Schedules
Reward Effort- Incremental Rewards
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- Adaptive Systems- Probability and Danger- Reward Schedules
Reward Effort- Incremental Rewards
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- Negative Feedback Loop- Adaptive Systems
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Elements of Chance
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Elements of Chance- Surprise and Delight
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Moments of Intense Attention
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Peer Motivation
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Suggestions for Specific Project
Phases
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Pre-Concept Phase
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Think Outside the Box
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-Know the BoxThink Outside the Box
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Expand Your Horizons
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Expand Your Horizons
Alternate Reality/Wearables
Adaptive LearningSystems
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Play Games
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- Individually & In GroupsBrainstorm
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-Never Dismiss Ideas As StupidBrainstorm
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The Well Is Deep
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Concept Phase
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Know Your Audience
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Stay True to the Brand
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Have a Hook
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Improved Presentations
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Use CGI or Illustrations
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Use Peripherals That MimicManual Dexterity Skills
- Develop for a Game Console
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Test Assumptions
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Paper Test
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Paper Test
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Test Early & Often
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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