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Gamification in Higher Education

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by

Christian Giraud

on 31 March 2014

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Transcript of Gamification in Higher Education

Gamification in Higher Education
Agenda
Background
Research Questions
Methodology
Success Criteria
Project Timeline
Risks & Challenges

References
http://www.greenbookblog.org/wp-content/uploads/2013/07/gamification-1.jpeg
http://rohan7things.files.wordpress.com/2013/10/game-zen.jpg
http://h30615.www3.hp.com/servlet/JiveServlet/showImage/2-1421-1012/gamification.png
From game design elements to gamefulness: defining gamification by Sebastian Deterding et al., 2011
http://edudemic.com/wp-content/uploads/2011/11/gamified-learning.jpg
www.prezi.com
http://www.redstarresume.com/wp-content/uploads/2013/09/interview1.jpg
Improving student engagement: Ten proposals for action by Zepke & Leach, 2010
Gamification in Education: What, How, Why Bother? by Lee & Hammer, 2011
Alternative Approaches to Assessing Student Engagement Rates by Elaine Chapman, 2003
Gartner Inc.
DFC Intelligence
McKinsey & Co
By Christian Giraud 7410122
ITMB Final Year Project
The Manchester Business School
Supervised by Dr. Ali Owrak

Project Title: "Investigation into the Behavioural impacts of Gamification in Higher Education"
Background:
Research Questions:
Project Timeline
Research Question 1
Research Question 1
Research Question 2
Surveys

Questionnaires

Focus Groups
Requirements
Design
Development
Testing
September '13
December
January/February
March '13
Topic Selection
Christmas & Exams
Experiment
Report Submission
Gamification was coined back in the early 2000s
and did not gain popularity until the following
decade.

Defined as the "informal umbrella term for the use
of video game elements in non-gaming systems to improve User eXperience (UX) and user engagement"
(Deterding et. al)
Educational Problem:
"Today's schools face problems around student motivation and engagement" (Lee & Hammer, 2011)

Methodology:
Success Criteria:
Deliverables:
Challenges:
Risks:
Research Question 1:
Hypothesis 1:
Research Question 2:
Hypothesis 2:
Gamification is already present in schools through the use of points, badges (grades), reward & punishment and levels. However, this environment fails to engage!
Research Question 2
Distribution
Identify factors that influence behaviour and features that are important

Qualitative & quantitative research to support or disprove proposed hypotheses

Strong literature review upon which to compare and contrast my findings
Terms of Reference

Presentation of Goals

Gamified Application & Experiment Results

Final Report
Motivation of participants
User friendly application
Interesting and engaging use of game mechanics & game dynamics
Gameful and NOT Gaming
Terms of Reference
Presentation of Goals
Application Development & Literature Review
Focus Group
Analysis
Report Writing
Negative behaviour
e.g. Cheating
Technical failure
Lack of user engagement
External factors
Higher Education Problem:
From my own experience it is evident that motivation and engagement, or a lack thereof, is a huge issue to overcome for teaching staff in Higher Education
Student engagement can be defined as "students' cognitive investment in, active participation in and emotional commitment to their learning" (Chapman,2003)
1. Motivation & Agency
2. Transactional Engagement
3. Institutional Support
4. Active Citizenship
(Zepke & Leach, 2010)
How does an effective Gamified application impact the behavior of Higher Education students?
Gamification adoption and increased student engagement have a positive correlation
What are the features of Gamification that are important to user engagement?
Features specific to Gamification are essential to engaging users (XP, rewards, feedback, social, etc.)
Gamification is:
Gamification is NOT:
Applying video game-play rules to a specific non-game (educational) activity
An educational game, like a quiz, test or exam
Diary Study
The Landscape:
70% of Global 2000 organisations will have at least one Gamified application by end of decade (Gartner Inc.)
Gaming industry will be worth $52 to $70 billion by year 2017 (DFC Intelligence)
Global spending on mobile apps will be $35 billion by 2015 (Gartner Inc.)
Mobile education products and services today is worth approximately $3.4 billion (McKinsey & Co.)
Game Design Features:
System of XP (experience points) to reward completion of tasks
Rewarding innovation & support from others
Encouraging competition, but also collaboration
Points system development with continual upgrades (new tasks, access, control, rewards, etc.)
Future Improvements:
Environmental impact
Innovation
Better processes
Improved UX
Build a strong narrative
Software/video game development
Full transcript