What’s your story? How did you arrive in this career? Do you more closely identify as an Instructional Designer or an Academic Technologist? What’s your story? How did you arrive in this career?
University of Wisconsin-Platteville Using Gamification Instructional Design Elements to Develop a Course to Increase Student Engagement Regina Nelson University of Wisconsin-Platteville February 2017
Active Learning -- Participant Engagement – Idea Discussion
Agenda: How we will play Introduction What is Gamification Dynamics Mechanics Design Elements What would you do?
What’s in your wallet? [on your phone, keychain or in a junk drawer] How many companies are you playing along with?
Defining Gamification Deconstruction of a game into component parts (dynamics, mechanics and elements) which can be used in the instructional design process to promote student interaction and engagement in learning.
Dynamics, Mechanics and Instructional Design Elements design choices strategic implementation bold or subtle limited or extensive purposefully low tech
https://tinyurl.com/game-eli Dynamics, mechanics and design elements are fairly straightforward Content at link above provides my definition for the terms Will be handy for some of the upcoming group activities
LEARNING ENVIROMENT LEARNING ENVIROMENT Gamification dynamics are the ideological constructs that together form the structure of a game or game environment. EMOTIONS LEARNING ENVIRONMENT CHOICE ARCHITECTURE NARRATIVE RELATIONSHIPS RELATIVE COMPARISONS LEARNING OUTCOMES INTELLIGENT RISK LEARNING ENVIROMENT LEARNING ENVIROMENT
Traditionally associated with Education EMOTIONS LEARNING ENVIRONMENT CHOICE ARCHITECTURE NARRATIVE RELATIONSHIPS RELATIVE COMPARISONS LEARNING OUTCOMES INTELLIGENT RISK Traditionally associated with Education Associated with new Learning initiatives Haven’t yet considered in Teaching and Learning
LEARNING ENVIROMENT LEARNING ENVIROMENT Gamification mechanics are the components of games that engage players and motivate forward movement to an eventual conclusion. challenges rewards cooperation pacing resource acquisition interactivity competition goals randomness rules LEARNING ENVIROMENT LEARNING ENVIROMENT
1 2 cooperation rewards pacing challenges resource acquisition interactivity competition goals randomness rules 1 You’ve been given a mechanic – now describe a game where that component is a primary part of a game. Describe an activity or assessment that could be developed where that mechanic is a primary component. 2
Mechanics : Dynamics Instructional Design Elements Achievements (Goal, Learning Outcome) Badges (Reward, Emotions) Boss Fights (Challenge, Intelligent Risk) Collections (Reward, Relative Comparisons) Content Unlocking (Pacing, Choice Architecture) Gifting (Interactivity, Relationships) Leaderboards (Competition, Relative Comparisons) Levels (Pacing, Learning Environment) Points (Reward, Relative Comparisons)
Mechanics : Dynamics Instructional Design Elements Quests (Challenge, Narrative) Teams (Cooperation, Relationships) Bonus (Reward, Emotions) Health (Feedback, Intelligent Risk) Multiple Paths (Randomness, Choice Architecture) Epic Win (Competition, Narrative) Guided Exploration (Interactivity, Choice Architecture) Win State (Goal, Learning Outcomes)
Implementation in a FYE Course Teams Badges Leaderboard Levels Quest Boss Fight
What would you do? How might you implement gamification dynamics, mechanics and elements in your course design? 1 List some good candidate courses – where student engagement and intrinsic motivation are somewhat hard to come by: Choose a course from your list, and describe how you might incorporate 3 gamification design elements: 2
Final Thoughts Questions? Contact: Dr. Regina Nelson nelsonreg@uwplatt.edu