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connor neve

on 6 March 2014

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Transcript of Gamification:

Gamification of Education
What is Gamification?
What is Gamification?
Games as Pedagogical Tools
Note: This approach is not gamification, but rather utilizing games as a tool to teach a lesson or simulate an actual experience.
Drawbacks of Gamification

Learning management systems (LMS) currently lack collaborative user interaction

Potentially negative competitive environment

Technological inexperience

Connection between quests and learning goals
Gamification is only a tool
Balance and diversity are needed to address different learning styles

Gamification is dependent on course goals

Gamification uses modern technologies, but relies on time-tested educational concepts
Teaching with Civilization
Screenshot from Civilization V
Gamification does not mean using video games to assist teaching
Theory and Applications in the Liberal Arts
By: Benjamin Balak & Connor Neve
Adapting commercial games for educational purposes (ex. Civilization)
Educational Games (ex. Luminosity)
Games as Pedagogical Tools
Structuring the entire course as a game
200+ discrete concepts interrelated across multiple dimensions
Gamified Course Structure
Utilizes variety of "Quests"
Allows immediate feedback, freedom, uncertainty, low risk creative environment

Why Gamification?
Powerful Neurological Motivator
Dopamine orients attention and enhances the making of connections between neurons, which is the brain's basis for learning.
Dr. Howard-Jones, University of Bristol

Any reward is rewarding!
"Activation [dopamine] peaks at the same level for the best available outcome in different games" (Nieuwenhuis, et al., 2005)

Starting with an F or 0 experience (XP)

Quantifies intrinsic motivation

Provides extrinsic motivation
Points, badges, levels, achievements, etc...
Directed Behavioral Momentum
Analyzing the StackOverflow community revealed, "Users indeed value badges and modify their site activities to earn badges." (Anderson, et al., 2013)
Uncertainty of reward triggers dopamine release, peaks ~50% (Fiorillo, et al., 2003)
Gamified Course Structure
The Gamification of Education:
"Tell me and I'll forget; show me and I may remember; involve me and I'll understand.”
Full transcript