Motivating and Engaging Students Using Gamification Maryville University Karen Fletcher
Game Player Data Forty-five percent of all players are women Sixty-two percent play with others (in-person or online) Entertainment Software Association. (2013) sales, demographic and usage data. Retrieved from
Today's student will spend 10,000 hours playing computer and video games by the age of 21 - Jane McGonigal McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: The Penguin Press.
10,000 hours... To mastery… Gladwell’s Outliers Formal instruction in school grades 3 through hours per year National Center for Education Statistics National Center for Education Statistics (2013). Education indicators: An international perspecitive. Retrieved from
Gamification engages users and changes behavior with the best ideas from games, loyalty programs and behavioral economics - Gabe Zichermann Zichermann, G. (2013, February 5). Gamification of marketing webinar [Video file]. Retrieved from Motivation Positively Changing Behavior Engagement
Amotivation Extrinsic Intrinsic Motivation : Self-Determination Theory Amotivation Don’t Care External Regulation Told What to Do Introjection Make it Our Own (Status) Identification Can See Value Integration Goals & Activity Align Intrinsic Enjoys, Internal Ryan, R. & Deci, E. (2000, January). Self-Determination Theory and the facilitation of intrinsic motivation, social development, and well-being. Retrieved from
Psychological Needs for Intrinsic Motivation Ryan and Deci 1.Competence 2.Autonomy 3.Relatedness Daniel Pink 1. Autonomy 2. Mastery 3. Purpose Pink, D. (2009, August 25). Dan Pink: The puzzle of motivation – A TED Talk [Video file]. Retrieved from
Engagement Loop Player Journey Zichermann and Werbach referenced this Action Feedback MotivationAction Feedback MotivationAction Feedback Motivation Action Feedback Motivation Onboarding Novice Expert Master
Pyramid of Gamification Elements Dynamics Mechanics Components Big Picture Grammar: Narrative, Progression, Relationships Challenges, Cooperation, Feedback, Rewards Achievements, Avatars, Badges, Collections, Content Unlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams Werbach, K. (2013, April). The pyramid of elements [Lecture 4.2]. Coursera. Retrieved from
Dynamics Narrative University Seminar Community Communication Critical Thinking Create better critical thinkers while studying games and gamification Progression Level up: XP: eXperience Points Quests Titles Relationships Freshman class of 21 students –Guilds of 3 Peer mentor Professor Big Picture Grammar: Narrative, Progression, Relationships
Mechanics Challenges Class projects, discussions, and assignments Cooperation Group reading presentation and group project Feedback From instructor, peer mentor, peers and from group project recipients Rewards Grades, badges, profile, praise from group project recipients Challenges, Cooperation, Feedback, Rewards
Components and Learning Environment PBLs: Points, Badges, Leaderboards XP (eXperience Points): Discussion forum statistics, attendance in class and events, completion of quests
Components and ePortfolio Gamer Tag, Guild Name and Image, Avatar Name and Image, Student Profile Information, Badges Earned
Components and Learning Environment Checklists/Challenges, Restrictions, Quizzes/Apply for Badges, Intelligent Agents Checklist/ Quest Checklist/ Quest
Components and Learning Environment Checklists/Challenges, Restrictions, Quizzes/Apply for Badges, Intelligent Agents Quiz/ Application Quiz/ Application Achievements, Avatars, Badges, Collections, Content Unlocking, Leaderboards, Levels, Points, Quests, Social Graph, Teams
Components and Learning Environment Checklists/Challenges, Restrictions, Quizzes/Apply for Badges, Intelligent Agents Unlocking/ Restriction on Completion Unlocking/ Restriction on Completion
Components and Learning Environment Checklists/Challenges, Restrictions, Quizzes/Apply for Badges, Intelligent Agents Unlocking/ Restriction on Time Unlocking/ Restriction on Time
Components and Learning Environment Youngling Padawan Knight Master Titles based on number of experience points Taken from Star Wars
Perceived Benefits How our students are learning Positively changes behavior Rewards success (Everyone earns an F unless) Engagement Intrinsic Motivation Social Motivation Positively Changing Behavior Engagement
Lessons Learned (so far) It is not all about PBLsPBLs Points, Badges, Leaderboards What do you want your students to learn? Do Dynamics and Mechanics first This is an iterative process It won’t be right the first time Plan on student involvement Learn, Read, Watch Books, Webinars, Courses, TEDTalks and YouTube Fun or Whistle While You Work
Karen Fletcher Assistant Professor John E. Simon School of Business Maryville University 650 Maryville University Drive St. Louis, MO (o)