This document discusses using games and gamification to develop personal power and improve research. It outlines an agenda that includes problem-based learning tactics, developing research strategies, and using games to represent a researcher's journey. Game elements like attributes, skills, goals and metrics are presented as ways to conceptualize and track a researcher's progress. The document suggests designing games to transform workplaces and lives by setting quests, incentives and win conditions to motivate learning and achievement.
3. Problem-based Learning
Activities
• Explore the issues
• Identify what is known
• Write the problem statement
• Identify possible solutions
• Actions to take & when
• Acquire knowledge
• Present your findings
• Review the accomplishment
Actions
• An unstructured problem
• What do we know?
• Your view of the problem
• Order them, strong to weak
• Needs? Rank & relate them
• Cited research discussions
• Defend your solution
• Well-founded conclusion
4. Research Tactics
• Problem-based learning
– Apply it to your research
• What is the problem -- unstructured to structured
– Identify what is uncertain, unclear or mysterious
• Describe your research plan
– Are there alternatives that you are not employing?
– Why?
– What are the tradeoffs?
• How will you analyze your data?
5.
6. A Game for Your Journey
• Select a setting, style and context for your game
• If you had all the talent, tools and resources
–
–
–
–
–
–
Who are your allies and your barriers?
What is happening in this game?
When does this game occur? Time period?
Where is the setting for the game?
How is this game played?
Why would someone play the game? The goals & outcome
7. The Researcher’s Journey
• You are the Hero/Heroine in the story
• What do we know about you?
–
–
–
–
–
–
Attributes
Roles – Who are you?
Skills
Alignment
Merits
Flaws
8. The Hero’s Journey - Attributes
On a scale of 1-20
• Strength
10
• Dexterity 13
• Intelligence 14+
• Wisdom
15+
• Constitution 11
• Charisma
15
What is your desired level?
• Strength
10
• Dexterity
14
• Intelligence 16
• Wisdom
18
• Constitution 12
• Charisma
18
9. You are the Hero
Define
• Roles – Who are you?
You
• Sage, explorer, hacker
• Skills
• Rank 5 of your skills
• Alignment
• Good, neutral, lawful, chaotic
• Merits
• Feeds your inner strength
• Flaws
• What holds you back?
10. Assess Your Powers
Mobbability –real-time work &
scalable collaboration
Cooperation radar – sense the best
collaborators
Ping quotient – responsive to requests
Influency – persuasive in diverse
social environments and media
Multi-capitalism –
natural, intellectual, social, financial
Protovation – fearless, rapid
innovation
Open authorship
See the big picture – longbroading
Emergensight – prepare and handle
surprising results and complexity
Signal/noise management – identify
meaningful patterns from data stream
On a Scale of 1-20
Mobbability
Cooperation radar
Ping quotient
Influency
Multi-capitalism
Protovation
Open authorship
Longbroading
Emergensight
Signal/noise management
http://www.slideshare.net/avantgame/10-collaboration-superpowers
12. Gamification in Business
• Gartner: by 2015, more than 50% of innovation
organizations will gamify their processes
– http://www.gartner.com/newsroom/id/1629214
• Majority of Gamification apps will fail to meet
business objectives by 2014
– Bad game design probable cause -- Gartner Research
– http://www.businessinsider.com/gamification-set-tobecome-a-multibillion-dollar-market-2013-12
13. Personal Power
• Epistemology of the mind, language & behavior
•
•
•
•
Behavioral competence, strategic thinking, cognitive processes
Self-discovery, identity and mission
Framework for understanding Gemeinschaft and Gesellschaft
Wisdom and vision
• Two fundamental thoughts
– The map is not the territory – various maps of reality
– Life and the mind are systemic processes
14. Your Vision
• If life had a soundtrack
– What is your theme song?
• What do you like about it?
• What is your mood music?
– Imagine a time when you did something amazing
• What is your soundtrack?
• What colors come to mind?
15. Transforming the Workplace
• Online games played 3 billion hours each week
– 10,000 hours by age 21 (McGonigal, 2007)
• Positive game emotions
– Creativity, contentment, joy, pride, awe and wonder
– Surprise, excitement, curiosity, relief, vicarious pride
• What kind of workplace game will you design?
16. Gamer Powers
Mobbability –real-time work &
scalable collaboration
Cooperation radar – sense the best
collaborators
Ping quotient – responsive to requests
Influency – persuasive in diverse
social environments and media
Multi-capitalism – natural,
intellectual, social, financial
Protovation – fearless, rapid
innovation
Open authorship
See the big picture – longbroading
Emergensight – prepare and handle
surprising results and complexity
Signal/noise management – identify
meaningful patterns from data stream
http://www.slideshare.net/avantgame/10-collaboration-superpowers
17. Your Future
• A Game of EM Pioneering and Innovation
–
–
–
–
–
–
ID your strengths
Assess your super powers
Discover what you will do to change the world
Gather your resources
Forecast their impact
Make your pitch
18. Gamification
• Transforming your life into a game
– Select incentives that matter to you
• Time, money, relaxation, joy
– Select quests and goals
• Measurable accomplishments
– Set metrics and thresholds
– Identify your win conditions
• What happens after you win?
– Define the potential for conflict
• Plan on how to manage and mitigate risk
– Track your progress & report your accomplishments
19. Games and Play Styles
Types of games
Play styles
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Word, trivia or puzzle
Scavenger or Treasure Hunt
Action or adventure
Real Time Strategy (RTS)
Roleplay game (RPG)
MMORPGs
Arcade or Video games
First Person Shooter (FPS)
Simulations (Sims)
Board or card games
Individual or social
Multiplayer cooperative
Multiplayer competitive
Everyone is a winner!
Last man standing – PvP
Player vs Environment
Roleplay
Capture the flag
Team wins
High score
20. Why Play?
Games can stimulate
• Problem solving
• Critical thinking
• Digital literacy
• Strategy & tactics
• Motor skill development
• Collaboration
• Leadership & courage
• Socialization
Game-based learning
• Vision & creativity
• Sustainability
• Immersion
• Learning retention
• Heutagogy
• Knowledge networks
• Socio-technical skills
• Entrepreneurship
21. Design, Play and Expand the Game
• Assessment
–
–
–
–
Knows it
Knows how to do it
Does it
Adapts
• Outcomes
– Winning the game
– Expanding the game
22. References
• 10 Collaboration Superpowers
– McGonigal, J. (2007). 10 Collaboration Superpowers.
Retrieved from http://www.slideshare.net/avantgame/10collaboration-superpowers