A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
2. Gamification
The use of game design elements in
non-game contexts, to drive game like
engagement in order to promote
desired behaviors.
(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011).
From Game Design Elements to Gamefulness: Defining “Gamification”. In
Proceedings of MindTrek 2011 and
Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics
to Influence Behavior (2010) )
jmapsimoes, 2012 2
3. Social Gamification
The use of design elements from social
games in non-game contexts, to drive
game like engagement in order to
promote desired behaviors.
Video games Gamification
Social Games Social
Gamification
jmapsimoes, 2012 3
4. “... game design elements ...”
or
“Game mechanics” Not just badges!
“Game dynamics”
“Frameworks”
“Gameplay mechanics”
“Game thinking”
“Game attributes”
(and also, game mechanics/dynamics, game design principles, gaming
psychology, player journey, game play scripts and storytelling, and/or any other
aspects of games)
There are different levels and perspectives of “Game
Design Elements”
jmapsimoes, 2012 4
5. “... non-game contexts ...”
Several domains: health, work, training, environment,
government, everyday life, etc,
and also ...
Education
E-learning
Social Learning Environments
jmapsimoes, 2012 5
6. “... game like engagement ...”
Intrinsic motivation
(autonomy, mastery and purpose)
Extrinsic motivation
(rewards, punishment)
Flow
(“In a state of flow, an activity is performed for enjoyment and
pleasure rather than be driven by any extrinsic motivator”)
- Mihály Csíkszentmihályi, “Flow: The Psychology of Optimal
Experience”
- Daniel Pink, “Drive”
jmapsimoes, 2012 6
7. “... desired behaviors ...”
To “engage people, motivate action, promote learning, and
solve
problems” (*)
Applied to:
Students
Increasead engagement in school’s activities and higher motivation
to achieve better learning outcomes.
Teachers
Reward and appraise students; setup engaging activities; provide
flow.
Parents
Recognize and reward their children’s work; motivation for a
deeper envolvement in school’s activities.
(*) From Karl Kapp’s definition of gamification: “game-based mechanics, aesthetics
and game thinking to engage people, motivatejmapsimoes, 2012 learning, and
action, promote 7
8. Framework
A framework for social gamification applied to a social learning environment
jmapsimoes, 2012 8
9. Framework
Game Design Desired
Elements Behaviors
Learning Gamification
Activities Tools
jmapsimoes, 2012 9