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Gamification:
How to Gamify Learning and Instruction
PART 3

Katrin Becker
Introductions
1. Who Am I
2. What AM I Playing Now?
Part 1: What's All the Buzz?
1. What is Gamification?
2. An Inadvertent Con?
3. Gamification is NOT New
4. What IS New?
5. Designing Instruction to be Playful
6. Do's & Don'ts
Part 2: Case Study
1. Baby Steps: Gamification on a Small Scale
2. Increasing the Stakes
3. Going All the Way: The Current Experiment
4. Jumping the Gun - Early Conclusions
Part 3: De-Briefing
Further Resources

Overview
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Part 3: De-Briefing
Lessons Learned
Part 3: De-Briefing

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Do



Objectives first
Offer a variety of quests
◦ Large & small






Fast turn-around of
assessments
Meaningful rewards
Appropriate rewards
Fit the "game" to the
subject

Don't
Design the 'game' first
 Simply change the
names of things
 Badges for nothing
 Points for nothing
 Gamify everything
 Use your favorite game
as the template


Do's & Don'ts
Part 3: De-Briefing

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Can’t go completely flexible:
• Courses still progress linearly, more-or-less.
• There are practical reasons to try and have all students in more
or less the same place at the same time W.R.T. some topics.

Think of the topic outline as the narrative:
• If it were a story; how would it best be told?
Course schedule vs game-based:
• Variety of topics & quests.
• Some quests are tied to specific topics and others are not.
Just like in a game:
• P learn new things and skills as time progresses.
• Some things have pre-reqs.
• Others can be attempted at any time.

Game-based course is mapped out like a storyboard or
concept map rather than linearly as most typical courses
are.

Learning Lessons
Part 3: De-Briefing

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Designing a Game
Part 3: De-Briefing

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Gamified Course Concept Map
Part 3: De-Briefing

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Gives up on the lock-step lessons notion.
• Was never a reality anyways
◦ People are at different stages.

• PROBLEM:

◦ Cannot go completely over to individualized learning.
◦ Simply impractical in many situations.

Each node is like a gamescreen or location.
• Relationships (paths) between nodes are
determined by content rather than time.

There are quests, items, associated with each
node.

Game-Based Course Design
Part 3: De-Briefing

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Instructor:







Learner:

Up-Front Design
Ensuring objectives are
addressed.
Competency-Based
Assessment*
Scoring
Records keeping
Marking Load

Taking Ownership of
Learning
 Motivation
 Time Management
 Strategizing




Taking Ownership of
Learning

The Big Challenges
Part 3: De-Briefing

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Your Turn
Gamifying the Syllabus (rules); Tasks (Quests); Grading (& Assessment)
Assuming we already have objectives and a syllabus.
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Create Quests

Step 1: Design Meaningful Evidence of Competence
Part 4: Your Turn

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GRADE & GPA Table
(Used to calculate student grades on the Gradebook sheet)
Score

Letter Grade

GPA

XP

Level

0 - 19

F

0.00

0 - 199

0

20 - 39

F

0.00

200 - 399

1

40 - 49

F

0.00

400 - 499

2

50 - 54

D

1.00

500 - 549

3

55 - 59

D+

1.70

550 - 599

4

60 - 62

C-

1.70

600 - 629

5

63 - 66

C

2.00

630 - 669

6

67 - 69

C+

2.30

670 - 699

7

70 - 72

B-

2.70

700 - 729

8

73 - 76

B

3.00

730 - 769

9

77 - 79

B+

3.30

770 - 799

10

80 - 84

A-

3.70

800 - 849

11

85 - 94

A

4.00

850 - 949

12

95 - 100

A+

4.00

950 - 1000

13

101+

A+

4.00

1001+

14

Step 2: Map Scores  XP & Grades  Levels
Part 4: Your Turn

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Step 3: Assign XP values to Quests
Part 4: Your Turn

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Step 4: Decide on: Options; Flexibility; Achievement Path
Part 4: Your Turn

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Step 5: Set Up Scoring Mechanism
Part 4: Your Turn

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© 2013 K.Becker
•

Brands that failed with gamification
http://www.imediaconnection.com/content/32280.asp#singleview

•

Becker, K. (2004). Reconciling a Traditional Syllabus with an Inquiry-Based Introductory Course. The
Journal of Computing Science in Colleges, 20(2), 28-37.
Becker, K. (2006). How much choice is too much? SIGCSE Bull., 38(4), 78-82. doi:
10.1145/1189136.1189176.
Becker, K. (2007). Digital Game Based Learning, Once Removed: Teaching Teachers BRITISH
JOURNAL OF EDUCATIONAL TECHNOLOGY, SIG-GLUE Special Issue on Game-Based Learning 2007,
38(3), 478-488.
Bogost, I. (2012). Persuasive Games: Exploitationware. Gamasutra. Retrieved from
http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php
Charles, D., Charles, T., McNeill, M., Bustard, D., & Black, M. (2011). Game-based feedback for
educational multi-user virtual environments. British Journal of Educational Technology, 42(4), 638654. doi: 10.1111/j.1467-8535.2010.01068.x.
Deci, E. and Ryan, R. (2004). Handbook of Self-Determination Research. Rochester, NY: University
of Rochester Press.
Deterding, S. (2012). 9.5 Theses on the Power and Efficacy of Gamification. Microsoft Research.
[Microsoft Research Video] Retrieved from
http://research.microsoft.com/apps/video/dl.aspx?id=174677&l=i on 12 October 2012.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to
gamefulness: defining "gamification". Paper presented at the Proceedings of the 15th
International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere,
Finland
Kapp, K. M. (2012). The gamification of learning and instruction : game-based methods and
strategies for training and education. San Francisco, CA: Pfeiffer.
Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Paper
presented at the Games + Learning + Society 8.0, Madison, WI. on June 13
Sheldon, L. (2012). The Multiplayer Classroom : Designing Coursework as a Game. Boston, Mass.:
Course Technology/Cengage Learning.

•
•

•
•

•
•

•

•
•
•

Resources
19/12/2013

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© 2013 K.Becker

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Gamification how to gamify learning and instruction, Part 3 (of 3)

  • 1. Gamification: How to Gamify Learning and Instruction PART 3 Katrin Becker
  • 2. Introductions 1. Who Am I 2. What AM I Playing Now? Part 1: What's All the Buzz? 1. What is Gamification? 2. An Inadvertent Con? 3. Gamification is NOT New 4. What IS New? 5. Designing Instruction to be Playful 6. Do's & Don'ts Part 2: Case Study 1. Baby Steps: Gamification on a Small Scale 2. Increasing the Stakes 3. Going All the Way: The Current Experiment 4. Jumping the Gun - Early Conclusions Part 3: De-Briefing Further Resources Overview 19/12/2013 ACCP-CAID Gamification Master Class 2 © 2013 K.Becker
  • 3. Part 3: De-Briefing Lessons Learned Part 3: De-Briefing 19/12/2013 ACCP-CAID Gamification Master Class 3 © 2013 K.Becker
  • 4. Do   Objectives first Offer a variety of quests ◦ Large & small     Fast turn-around of assessments Meaningful rewards Appropriate rewards Fit the "game" to the subject Don't Design the 'game' first  Simply change the names of things  Badges for nothing  Points for nothing  Gamify everything  Use your favorite game as the template  Do's & Don'ts Part 3: De-Briefing 19/12/2013 ACCP-CAID Gamification Master Class 4
  • 5. Can’t go completely flexible: • Courses still progress linearly, more-or-less. • There are practical reasons to try and have all students in more or less the same place at the same time W.R.T. some topics. Think of the topic outline as the narrative: • If it were a story; how would it best be told? Course schedule vs game-based: • Variety of topics & quests. • Some quests are tied to specific topics and others are not. Just like in a game: • P learn new things and skills as time progresses. • Some things have pre-reqs. • Others can be attempted at any time. Game-based course is mapped out like a storyboard or concept map rather than linearly as most typical courses are. Learning Lessons Part 3: De-Briefing 19/12/2013 ACCP-CAID Gamification Master Class 5 © 2013 K.Becker
  • 6. Designing a Game Part 3: De-Briefing 19/12/2013 ACCP-CAID Gamification Master Class 6 © 2013 K.Becker
  • 7. Gamified Course Concept Map Part 3: De-Briefing 19/12/2013 ACCP-CAID Gamification Master Class 7 © 2013 K.Becker
  • 8. Gives up on the lock-step lessons notion. • Was never a reality anyways ◦ People are at different stages. • PROBLEM: ◦ Cannot go completely over to individualized learning. ◦ Simply impractical in many situations. Each node is like a gamescreen or location. • Relationships (paths) between nodes are determined by content rather than time. There are quests, items, associated with each node. Game-Based Course Design Part 3: De-Briefing 19/12/2013 ACCP-CAID Gamification Master Class 8 © 2013 K.Becker
  • 9. Instructor:       Learner: Up-Front Design Ensuring objectives are addressed. Competency-Based Assessment* Scoring Records keeping Marking Load Taking Ownership of Learning  Motivation  Time Management  Strategizing   Taking Ownership of Learning The Big Challenges Part 3: De-Briefing 19/12/2013 ACCP-CAID Gamification Master Class 9
  • 10. Your Turn Gamifying the Syllabus (rules); Tasks (Quests); Grading (& Assessment) Assuming we already have objectives and a syllabus. 19/12/2013 ACCP-CAID Gamification Master Class 10 © 2013 K.Becker
  • 11. Create Quests Step 1: Design Meaningful Evidence of Competence Part 4: Your Turn 19/12/2013 ACCP-CAID Gamification Master Class 11 © 2013 K.Becker
  • 12. GRADE & GPA Table (Used to calculate student grades on the Gradebook sheet) Score Letter Grade GPA XP Level 0 - 19 F 0.00 0 - 199 0 20 - 39 F 0.00 200 - 399 1 40 - 49 F 0.00 400 - 499 2 50 - 54 D 1.00 500 - 549 3 55 - 59 D+ 1.70 550 - 599 4 60 - 62 C- 1.70 600 - 629 5 63 - 66 C 2.00 630 - 669 6 67 - 69 C+ 2.30 670 - 699 7 70 - 72 B- 2.70 700 - 729 8 73 - 76 B 3.00 730 - 769 9 77 - 79 B+ 3.30 770 - 799 10 80 - 84 A- 3.70 800 - 849 11 85 - 94 A 4.00 850 - 949 12 95 - 100 A+ 4.00 950 - 1000 13 101+ A+ 4.00 1001+ 14 Step 2: Map Scores  XP & Grades  Levels Part 4: Your Turn 19/12/2013 ACCP-CAID Gamification Master Class 12 © 2013 K.Becker
  • 13. Step 3: Assign XP values to Quests Part 4: Your Turn 19/12/2013 ACCP-CAID Gamification Master Class 13 © 2013 K.Becker
  • 14. Step 4: Decide on: Options; Flexibility; Achievement Path Part 4: Your Turn 19/12/2013 ACCP-CAID Gamification Master Class 14 © 2013 K.Becker
  • 15. Step 5: Set Up Scoring Mechanism Part 4: Your Turn 19/12/2013 ACCP-CAID Gamification Master Class 15 © 2013 K.Becker
  • 16. • Brands that failed with gamification http://www.imediaconnection.com/content/32280.asp#singleview • Becker, K. (2004). Reconciling a Traditional Syllabus with an Inquiry-Based Introductory Course. The Journal of Computing Science in Colleges, 20(2), 28-37. Becker, K. (2006). How much choice is too much? SIGCSE Bull., 38(4), 78-82. doi: 10.1145/1189136.1189176. Becker, K. (2007). Digital Game Based Learning, Once Removed: Teaching Teachers BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, SIG-GLUE Special Issue on Game-Based Learning 2007, 38(3), 478-488. Bogost, I. (2012). Persuasive Games: Exploitationware. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/6366/persuasive_games_exploitationware.php Charles, D., Charles, T., McNeill, M., Bustard, D., & Black, M. (2011). Game-based feedback for educational multi-user virtual environments. British Journal of Educational Technology, 42(4), 638654. doi: 10.1111/j.1467-8535.2010.01068.x. Deci, E. and Ryan, R. (2004). Handbook of Self-Determination Research. Rochester, NY: University of Rochester Press. Deterding, S. (2012). 9.5 Theses on the Power and Efficacy of Gamification. Microsoft Research. [Microsoft Research Video] Retrieved from http://research.microsoft.com/apps/video/dl.aspx?id=174677&l=i on 12 October 2012. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Paper presented at the Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere, Finland Kapp, K. M. (2012). The gamification of learning and instruction : game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer. Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Paper presented at the Games + Learning + Society 8.0, Madison, WI. on June 13 Sheldon, L. (2012). The Multiplayer Classroom : Designing Coursework as a Game. Boston, Mass.: Course Technology/Cengage Learning. • • • • • • • • • • Resources 19/12/2013 ACCP-CAID Gamification Master Class 16 © 2013 K.Becker