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GAMIFICATION 101
Building fun and play into your eLearning
Dr. Allen Partridge
Senior eLearning Evangelist, Adobe
Gamification 101: Agenda
Setting the context & history

Applicable game principles

Example – Rock Valley
• Analyzing the eLearning Project
• Identifying appropriate opportunities to employ game principles
What is Gamification?
Oxford English
Dictionary
• The application of typical
elements of game playing
(e.g. point scoring,
competition with others,
rules of play) to other
areas of activity …

Karl Kapp
• Gamification is using
game-based mechanics,
aesthetics, and game
thinking to engage
people, motivate action,
promote learning and
solve problems.

Sebastian Deterding
• …using game design in
non-game contexts.
Applicable Game Principles

Narratives
(Quests)

Gathering
(Information /
Tokens)

Experience
Tracking
(Feedback)

Time /
Resource
Constraints
(Lives)

Objectives
(Sequencing,
MetaCognition)

Badges /
Levels /
Rewards
Narratives / Quests
Hero
•Learner
•Player

Outcome

Objective

•Feedback Reward(s)
•Experience Gained

•Learning Objectives
•Gameplay Objectives

Obstacle(s)
•Learning Detractors
•Game Detractors
Quests
Delivery – Give an object or message to someone
Find – Find a character or object
Create – Make something based on instructions
Master a skill – Do any quest(s) n times successfully
Destroy – Eliminate a character or object
Escort / Defend – Protect a character, object or place
Collect – Gather object(s)
Gathering
Gathering
XP (Experience Tracking)
Lives: Time / Resource Constraints
Objectives: Sequencing
Badges / Levels / Rewards
Life in Rock Valley
Hot issues to consider
• Meta narrative can provide structure
• Quests can provide short term goals
• When does a narrative get in the way of learning facts?
• How do you ensure that the curricular objectives are met?
• How much extra time will it take to do it this way?
• Can you blend the approaches?
• Should it be done – per module? Per lesson? Per course? Per Year?
Examples of Gamification in eLearning
• Ribbon Hero: http://www.ribbonhero.com/
• Class Dojo: http://www.classdojo.com/
• DuoLingo: http://www.duolingo.com/
• KnowRe: http://www.knowre.com/
• Gamification in Education: Google + Community
• https://plus.google.com/communities/114370132276739546873/strea
m/21e013b7-1251-4f48-abf9-6135c7548966

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Gamification101

  • 1. GAMIFICATION 101 Building fun and play into your eLearning Dr. Allen Partridge Senior eLearning Evangelist, Adobe
  • 2. Gamification 101: Agenda Setting the context & history Applicable game principles Example – Rock Valley • Analyzing the eLearning Project • Identifying appropriate opportunities to employ game principles
  • 3. What is Gamification? Oxford English Dictionary • The application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity … Karl Kapp • Gamification is using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning and solve problems. Sebastian Deterding • …using game design in non-game contexts.
  • 4. Applicable Game Principles Narratives (Quests) Gathering (Information / Tokens) Experience Tracking (Feedback) Time / Resource Constraints (Lives) Objectives (Sequencing, MetaCognition) Badges / Levels / Rewards
  • 5. Narratives / Quests Hero •Learner •Player Outcome Objective •Feedback Reward(s) •Experience Gained •Learning Objectives •Gameplay Objectives Obstacle(s) •Learning Detractors •Game Detractors
  • 6. Quests Delivery – Give an object or message to someone Find – Find a character or object Create – Make something based on instructions Master a skill – Do any quest(s) n times successfully Destroy – Eliminate a character or object Escort / Defend – Protect a character, object or place Collect – Gather object(s)
  • 10. Lives: Time / Resource Constraints
  • 12. Badges / Levels / Rewards
  • 13. Life in Rock Valley
  • 14. Hot issues to consider • Meta narrative can provide structure • Quests can provide short term goals • When does a narrative get in the way of learning facts? • How do you ensure that the curricular objectives are met? • How much extra time will it take to do it this way? • Can you blend the approaches? • Should it be done – per module? Per lesson? Per course? Per Year?
  • 15. Examples of Gamification in eLearning • Ribbon Hero: http://www.ribbonhero.com/ • Class Dojo: http://www.classdojo.com/ • DuoLingo: http://www.duolingo.com/ • KnowRe: http://www.knowre.com/ • Gamification in Education: Google + Community • https://plus.google.com/communities/114370132276739546873/strea m/21e013b7-1251-4f48-abf9-6135c7548966