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"This Game Sucks": How to Improve the Gamification of Education

"This Game Sucks": How to Improve the Gamification of Education
Sarah "Intellagirl" Smith-Robbins (sabsmith@indiana.edu) is Director of Emerging Technologies and a faculty member at the Kelley School of Business at Indiana University. With this issue of EDUCAUSE Review, she begins a one-year term as Editor of the New Horizons department. Comments on this article can be posted to the web via the link at the bottom of this page. "Focusing on the ways that entertainment technology engages us can result in methods that we can transfer to any learning situation." Gamification. Maybe you've heard of it. Education has been a system of status and points since the dawn of the Industrial Age. What Is a Game? The first step is to understand exactly what a game is. A goal: Every game has a win condition: the combination of events and accomplishments that players need to achieve in order to end the game. True gamification requires that all three characteristics be present. Is Higher Education Already a Game? Last is the issue of collaboration and competition. Notes

http://www.educause.edu/ero/article/game-sucks-how-improve-gamification-education

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How do you make programmers in a startup work 60–80 hours a week? Sadly, this is a real question, asked by a real person. And it’s not an isolated case. I know there are more software company founders like this and I feel the need to send them a message. To all of you who think that “A manager is someone who makes the employees fulfill tasks”: » Gamification in Education: Epic Win, or Epic Fail? Have you ever felt that each move you made in life was part of a bigger game? These days it just may be, as a trend referred to as “gamification” has swept industries as diverse as marketing, travel, and even education. While turning everything into a game sure seems like fun, it’s not as easy as it sounds. This article will explore the trend towards gamification, as well as some of its criticism.WHAT IS GAMIFICATION?

The Gamified Classroom Part II: Technology’s Role in a Gamified Classroom. This is the second part of an ongoing series on the role of gamification in modern education by Andrew Proto. For the first part, visit “Part I: the Unique Obstacles Teachers Face“ In every classroom across the country, the technology that we are teaching our students with is woefully obsolete, and no matter how much we spend on a school’s tech budget, the situation will remain dismal. The reason for this is a simple one; any technology platform students learn from today will be outdated by the time they graduate. Instead, educators need to focus on teaching students 21st century skills rather then how to use the “tools of the moment”, and gamification allows teachers to give meaning to a student’s lessons by connecting those skills to a greater purpose while enabling them to use the tools they feel comfortable using.

Octalysis: Complete Gamification Framework (This is the Gamification Framework that I am most known for. Within a year, it was translated into 9 different languages and became classic teaching literature in the gamification space in the US, Europe, Australia and South America.) Octalysis: Complete Gamification Framework Gamification is design that places the most emphasis on human motivation in the process. In essence, it is Human-Focused Design (as opposed to “function-focused design”). All Work No Play, Makes Jack a Dull Game Developer (Part 2) “Wanted: Young, skinny, wirey fellows not over 18. Must be expert riders willing to risk death daily. Orphans preferred. Wages $25 per week.” Pony Express advertisement, 1860. That would be a funny anachronism if it weren’t still so true.

Gamification in Education: Top 10 Gamification Case Studies that will Change our Future New to Gamification? Check out my post What is Gamification & my Gamification Framework: Octalysis Education Gamification in Action. There’s a lot of potential in the field of Education Gamification. Reflections and Concerns about Gamification (Part I) (Cross-posted from Aaron’s Blog) I’ve been a member of Gamespot – a website dedicated to news and discussion on videogames – since 2003. My rank on it is Super Bagman (Level 23), which I gather isn’t particularly high, since the site suggests you can go up to at least Level 71. I also have a list of achievements for having done mundane things, such as registering for the site, voting for the game of the year, and being a “New Game Ninja,” whatever that means. The details about levelling up in rank isn’t displayed prominently, so I had to do some digging around to find it.

The EdGamer Channel April 12, 2014 4:57 pm EdGamer 134: Historia Beta Will Take You Back in Time This week on EdGamer 134, Gerry is missing, but we have added Kate Reilly from E-Line Media and Historia. Kate is sharing information on the beta for Historia and what this interactive simulation can do for you in your classroom. We also discuss a great article on Minecraft integration and a new Kickstarter for creating digital story games. There is so much to learn in this episode of EdGamer. Maximising Development Productivity This article is written by Dave Chaplin, an IT Consultant with 10 years experience. He leads and mentors teams of developers on agile .NET projects and has extensive experience in agile development techniques, particularly Test-Driven Development. Dave can be emailed at davechaplin@byte-vision.com.

Defining competencies via Gamification Build out Learning Competencies through a Gamification Strategy – something simple and something that works! Competency development is one of the most foundational and tricky areas of learning. Building out good competencies- which map to good learning, that map to good assessment- allows for a full feedback model that you can use to track learner development and understand and address knowledge gaps. The challenge with delivering training on a competency model after it is built out is that often times it is presented in a way that is much too formal for the average learner to get much use out of. Many times you have built excellent terminal and enabling objectives, fantastic performance objectives and have spent a good deal of time mapping everything to a learning plan with assessments and gap assessment models built in. When it is presented to your learners they fail to see the blood, sweat and tears that went into this plan and many times just don’t see the beauty of your hard work.

Active Learning For The College Classroom The past decade has seen an explosion of interest among college faculty in the teaching methods variously grouped under the terms 'active learning' and 'cooperative learning'. However, even with this interest, there remains much misunderstanding of and mistrust of the pedagogical "movement" behind the words. The majority of all college faculty still teach their classes in the traditional lecture mode. New Kickstarter 'World of Classcraft' Lets Students Unlock Real-World Powers Video games in the classroom are becoming a popular way to integrate game-based learning into curricula. But Shawn Young of Sherbrooke, Canada has taken it one step further and actually built his own education version of World of Warcraft. He put his own spin on the extremely popular Massively Multiplayer Online Role-Playing Game (MMORPG) and dubbed it ‘ World of Classcraft .’ Shawn emailed Edudemic to alert us to this idea and we’re glad he did. It’s a fantastic idea and lets students benefit from the lessons of World of Warcraft but in a safer, education-friendly environment.

The Absolute Minimum Every Software Developer Absolutely, Positively Must Know About Unicode and Character Sets (No Excuses!) by Joel Spolsky Wednesday, October 08, 2003 Ever wonder about that mysterious Content-Type tag? You know, the one you're supposed to put in HTML and you never quite know what it should be? Did you ever get an email from your friends in Bulgaria with the subject line "???? Gamification increases engagement and retention levels - HRreview Gamification is on the rise and has become one of business’ recent buzzwords. But what are we talking about? Defined as the use of game design mechanisms in non-gaming contexts, the term gamification was first introduced in 2002 by computer programmer Nick Pelling. The concept, which borrows elements from game thinking, has been recently used to address challenges in different fields, such as recruitment, learning, employee engagement, and retention.

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