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 Increase learner engagement
 Reward and recognition outside of
academics
 Create excitement and intrigue
 Gain learner buy-in
Gamification is the use of game design
and mechanics to enhance non-game
contexts.
Games Gamification
Serious games
 Achievements
 Appointments
 Behavioral
Momentum
 Blissful
Productivity
 Bonuses
 Cascading
Information
Theory
 Combos
 Community
Collaboration
 Countdown
 Discovery
 Epic Meaning
 Free Lunch
 Infinite
Gameplay
 Levels
 Loss Aversion
 Lottery
 Ownership
 Points
 Progression
 Quests
 Reward
Schedules
 Status
 Urgent
Optimism
 Virality
 Achievements
 Appointments
 Behavioral
Momentum
 Blissful
Productivity
 Bonuses
 Cascading
Information
Theory
 Combos
 Community
Collaboration
 Countdown
 Discovery
 Epic Meaning
 Free Lunch
 Infinite
Gameplay
 Levels
 Loss Aversion
 Lottery
 Ownership
 Points
 Progression
 Quests
 Reward
Schedules
 Status
 Urgent
Optimism
 Virality
We already gamify academics and
classroom management
But our narrative is stale
Killer Achiever
Socializer Explorer
Interacting
World
Players
Acting
 Learners received points as individuals
and groups
 Together, we defined risks and rewards
 The scoreboard was reset each week
 Use the resources you have available
 Speak the learners’ language
 Balance between perceived challenges
and skills
Useful links and additional resources:
http://bit.ly/1qVzXKy

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Gamification

  • 1.  Increase learner engagement  Reward and recognition outside of academics  Create excitement and intrigue  Gain learner buy-in
  • 2.
  • 3. Gamification is the use of game design and mechanics to enhance non-game contexts. Games Gamification Serious games
  • 4.  Achievements  Appointments  Behavioral Momentum  Blissful Productivity  Bonuses  Cascading Information Theory  Combos  Community Collaboration  Countdown  Discovery  Epic Meaning  Free Lunch  Infinite Gameplay  Levels  Loss Aversion  Lottery  Ownership  Points  Progression  Quests  Reward Schedules  Status  Urgent Optimism  Virality
  • 5.  Achievements  Appointments  Behavioral Momentum  Blissful Productivity  Bonuses  Cascading Information Theory  Combos  Community Collaboration  Countdown  Discovery  Epic Meaning  Free Lunch  Infinite Gameplay  Levels  Loss Aversion  Lottery  Ownership  Points  Progression  Quests  Reward Schedules  Status  Urgent Optimism  Virality
  • 6. We already gamify academics and classroom management But our narrative is stale
  • 8.  Learners received points as individuals and groups  Together, we defined risks and rewards  The scoreboard was reset each week
  • 9.  Use the resources you have available  Speak the learners’ language  Balance between perceived challenges and skills
  • 10. Useful links and additional resources: http://bit.ly/1qVzXKy

Editor's Notes

  1. We control the learning environment in our classrooms The value lies in finding the right combination of game mechanics that will resonate with learners to drive performance.
  2. This already exists in products – if you have medical aid with discovery, you are a player in your own health. You get discounts for gym memberships, buying healthy food and going to annual check ups. The premise in gamifying education is to make learners players in their own education.
  3. These are the 24 elements of gamification. There isn’t enough time to go into each so I suggest you research them – I have added links to the google doc.
  4. Learners are expected to conform to an educational structure which they played no role in defining and which doesn’t speak to their current reward systems. Because they weren’t co-authors of this story, there is little buy-in.
  5. Speak to all learner types Killers – focus on winning, rank and direct per-to-peer competition (leaderboards, ranks) Socialites – socializing and a drive to develop a network of friends and contacts (engaged by newsfeeds, friends, chat) Achievers – focus on attaining status and achieving preset goals quickly or completely (achievements) Explorers – explore and drive to discover the unknown (obscure achievements) Bartle test out of 200%
  6. We control the learning environment in our classrooms The value lies in finding the right combination of game mechanics that will resonate with learners to drive performance.