This slidedeck was presented as a part of the Charity Learning Consortium's webinar series. Ben Betts runs through a brief look at gamification in the wider world, some examples from learning and a more in-depth case study. Want to learn more? Try our MOOCs...
http://www.curatr3.com/massive-open-online-courses/
1. The Truth about Gamification
And the use of game-like technologies in online learning
Dr Ben Betts
CEO, HT2
www.ht2.co.uk
2. Gamification
• Applying game-like mechanics or feedback to
non-game situations.
• Often manifests itself as points, levels and
badges (PLB), based on users performing certain
actions.
• Often encourages competition where little
existed previously.
www.ht2.co.uk
3. Gamefulness
• Uses the language and aesthetics of
games to encourage a more ‘playful’
approach.
• May also involve emotional buy-in
through stories and characters.
• Looking to create meaningful
experiences, more so than shortterm engagement.
Land of Me
www.ht2.co.uk
6. Nudge
• We’re trying to encourage people to do
more of the things we want them to do.
• This might be common sense but we
don’t do enough of it in learning.
• Gamification gives us a chance to shape
behaviour more directly, and use a
playful language to do it.
www.ht2.co.uk
7. How can I Gamify?
See the Octalysis
Framework:
http://www.yukaichou.com/ga
mification-examples/octalysiscomplete-gamificationframework
www.ht2.co.uk
8. Case Study Example
Goal:
Improve participation in a social learning experience
Techniques:
XP for levels and progress
Badges for reputation
Leaderboards for competition
Game-like interface
www.ht2.co.uk
16. Does it work?
• Increases Participation in Social Learning
• Points Correlate with Outcomes
• Highlights ‘Unengaged’ Learners
• In one example, the whole class average is 10% above the norm.
www.ht2.co.uk
21. 3 tips…
1. Know your audience, your objective and look to shape specific behaviours
1. Measure the outcomes carefully
2. Consider gamefulness as well as gamification; it’s not all about PLB.
Also consider alternatives to Gamification…
www.ht2.co.uk
22. Serious Games
• Embody multiple mechanics, a
well-defined space and a
compelling story.
• Go way beyond feedback.
• Can be expensive and time
consuming to develop.
www.ht2.co.uk
23. COTS and ARGs…
• Commercial Off-The-Shelf games
(COTS) can be used in learning
contexts.
• Alternate Reality Games (ARGs)
use the Internet as a platform to
create a fictional narrative that
players can interact.
www.ht2.co.uk
24. Join our MOOCs
Gamification for Learning:
http://www.curatr3.com/massive-open-online-courses/
Want to know more?
Try this book
Want to heckle me?
Ben Betts
ben@ht2.co.uk
Twitter: @bbetts
www.ht2.co.uk