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Co-Creation of Innovative
Gamification Based
Learning:
A Case of Synchronous
Partnership
Vasilis Gkogkidis – University of Sussex
Who worked on this?
Dr. Nicholas Dacre: Associate Professor at the University of Southampton
Vasilis Gkogkidis: Doctoral Researcher at SPRU, University of Sussex,
Pete Jenkins: Entrepreneur in Residence, University of Brighton,
Vasilis Gkogkidis
• Doctoral researcher: SPRU,
University of Sussex
• Research Interests:
• Innovation Management
• Gamification
• Lego Serious Play
• Serious Games
• Learning in Higher Education
Definitions
• Gamification: “The use of game design elements in non-game
contexts” Deterding et al. (2011)
• Co-Creation: “The joint creation of value where customers and
organisation work together both offering resources to improve the
outcome of the design process” Vargo & Lusch (2008), Barile & Polese
(2010)
The Shopping Spree Case Study
University of Brighton
Gamification for Business Elective
Structure of the module
• 5 days, 9 am to 5 pm
• Presentations every day
• 25% for the last presentation
• 75% written assignment (split into two parts)
Challenges we faced in the past
• Low Attendance
• No Presentations
• Bad Presentations
mediocre assignments at the end
Let’s Gamify it!
• Gamification in Education: Fotaris et al. (2016). Climbing up the leaderboard: An
empirical study of applying gamification techniques to a computer programming class. Electronic
Journal of E-Learning, 14(2), 94-110.
• Co-creation in Education: Díaz-Méndez, M., & Gummesson, E. (2012). Value co-creation
and university teaching quality: Consequences for the European Higher Education Area (EHEA).
Journal of Service Management, 23(4), 571-592.
Small Case Studies
Rules - Win State
Football
• Rule:
You can’t touch the ball with your hands
unless you are the goalkeeper
• Win State:
Score more goals than your opponent
Monopoly
• Rule:
You can buy a property only when you
are on it’s square
• Win State:
Have the biggest net value
Why do I care about rules so much?
• Von Neumann and Morgenstern (1964): "The game is simply the
totality of the rules which describe it"
• Gardner and Ostrom (1991): "We show that reforming a game is
conceptually akin to reforming an economy"
What about game mechanics?
• Cook (2005): " Game mechanics are rule based systems that
facilitate and encourage a user to explore and learn the
properties of their possibility space through the use of
feedback mechanisms "
Our Gamification Design Framework
Problem Rule Action
Game
Mechanic
Feedback
Problem Rule Action
Game
Mechanic
Low Attendance
No Presentations
Bad Presentations
Present on time
Correct number of slides
Best presentation
Feedback (Coins)
Performing actions you
get coins
Coins get you power ups
How did it look like?
It also looked like that
What we got right
• +2 minutes, +2 slides
• Chance to rehearse for the final
presentation
• Made sense as a boost power
What we got wrong
• Special Missions
1. Present without slides
2. Present without talking
• Did not align with their goals
Student Feedback
• “I understood more about how gamification works”
• “It has been definitely my favourite module out of the ones we have
been studying this year”
• “Created an atmosphere of fun in the classroom and helped break the
barriers between lecturers and students”
Our Observations
• Higher level of engagement and a sense of partnership
• Improving the system to serve the end user
Making further use
of the findings
• How can we improve our
designs?
Problem Rule Action
Game
Mechanic
Feedback
User Goals
Future Research
• Test the changes suggested by
students
• Include writing assignment
challenges to the system
• Validate the framework in
other projects
Thank You!
• #gamification
• Email: V.Gkogkidis@sussex.ac.uk
• Twitter: @v_Gkogkidis
• Linkedin: Vasilis Gkogkidis

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Co creation of gamification based learning

  • 1. Co-Creation of Innovative Gamification Based Learning: A Case of Synchronous Partnership Vasilis Gkogkidis – University of Sussex
  • 2. Who worked on this? Dr. Nicholas Dacre: Associate Professor at the University of Southampton Vasilis Gkogkidis: Doctoral Researcher at SPRU, University of Sussex, Pete Jenkins: Entrepreneur in Residence, University of Brighton,
  • 3. Vasilis Gkogkidis • Doctoral researcher: SPRU, University of Sussex • Research Interests: • Innovation Management • Gamification • Lego Serious Play • Serious Games • Learning in Higher Education
  • 4. Definitions • Gamification: “The use of game design elements in non-game contexts” Deterding et al. (2011) • Co-Creation: “The joint creation of value where customers and organisation work together both offering resources to improve the outcome of the design process” Vargo & Lusch (2008), Barile & Polese (2010)
  • 5. The Shopping Spree Case Study University of Brighton
  • 7. Structure of the module • 5 days, 9 am to 5 pm • Presentations every day • 25% for the last presentation • 75% written assignment (split into two parts)
  • 8. Challenges we faced in the past • Low Attendance • No Presentations • Bad Presentations mediocre assignments at the end
  • 9. Let’s Gamify it! • Gamification in Education: Fotaris et al. (2016). Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. Electronic Journal of E-Learning, 14(2), 94-110. • Co-creation in Education: Díaz-Méndez, M., & Gummesson, E. (2012). Value co-creation and university teaching quality: Consequences for the European Higher Education Area (EHEA). Journal of Service Management, 23(4), 571-592.
  • 11. Football • Rule: You can’t touch the ball with your hands unless you are the goalkeeper • Win State: Score more goals than your opponent
  • 12. Monopoly • Rule: You can buy a property only when you are on it’s square • Win State: Have the biggest net value
  • 13. Why do I care about rules so much? • Von Neumann and Morgenstern (1964): "The game is simply the totality of the rules which describe it" • Gardner and Ostrom (1991): "We show that reforming a game is conceptually akin to reforming an economy"
  • 14. What about game mechanics? • Cook (2005): " Game mechanics are rule based systems that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms "
  • 15. Our Gamification Design Framework Problem Rule Action Game Mechanic Feedback
  • 16. Problem Rule Action Game Mechanic Low Attendance No Presentations Bad Presentations Present on time Correct number of slides Best presentation Feedback (Coins) Performing actions you get coins Coins get you power ups
  • 17. How did it look like?
  • 18. It also looked like that
  • 19. What we got right • +2 minutes, +2 slides • Chance to rehearse for the final presentation • Made sense as a boost power
  • 20. What we got wrong • Special Missions 1. Present without slides 2. Present without talking • Did not align with their goals
  • 21. Student Feedback • “I understood more about how gamification works” • “It has been definitely my favourite module out of the ones we have been studying this year” • “Created an atmosphere of fun in the classroom and helped break the barriers between lecturers and students”
  • 22. Our Observations • Higher level of engagement and a sense of partnership • Improving the system to serve the end user
  • 23. Making further use of the findings • How can we improve our designs?
  • 25. Future Research • Test the changes suggested by students • Include writing assignment challenges to the system • Validate the framework in other projects
  • 26. Thank You! • #gamification • Email: V.Gkogkidis@sussex.ac.uk • Twitter: @v_Gkogkidis • Linkedin: Vasilis Gkogkidis