1 TUD-CH-Informatica Gamification: Playful Teaching for Generation-X/-Y/-Z/… Alexandru Iosup Parallel and Distributed Systems Group.

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1 TUD-CH-Informatica Gamification: Playful Teaching for Generation-X/-Y/-Z/… Alexandru Iosup Parallel and Distributed Systems Group

2 TUD Krentenbollencolloquium What Is This Talk About? Q: What would you learn about the Van Gogh Museum from the poster?

3 TUD Krentenbollencolloquium What is This Talk Also About? My Personal Curiosity* * “A Magical New Adventure” A. Iosup and D. Epema, On the Gamification of a Graduate Course on Cloud Computing, Poster ACM/IEEE SC A. Iosup and D. Epema, An Experience Report on Using Gamification in Technical Higher Education, Under submission. / up/gamification-higher- education14sigcse_sub.pdfhttp://goo.gl/V97zSW up/gamification-higher- education14sigcse_sub.pdf

4 TUD Krentenbollencolloquium Gaming is challenge and reward, tension and catharsis Game universes populated with all levels of skill Game universes populated with all personalities Gaming used to be about youths, now all generations Gamification* in Higher Education = Rich Challenge * Making courses similar to game universes Take-Home Message

5 TUD Krentenbollencolloquium Why Fix It If It Ain’t Broken? Well, it’s broken bad (at least grammar) New generation of students Attention span Is higher education needed? A technical education?! New wave of students International means multi-cultural Gaming may be the unifying factor for the student nation It’s not you, it’s me New ambition of TU Delft “slagingspercentage” too low, but cannot select students… … find ways to motivate them!

6 TUD Krentenbollencolloquium Why Gamification? “ Science and scholarship are much like games. Players are drawn into games because of their challenges, and playing involves creating, testing and revising strategies as well as the skills necessary for progressing in the game.” Mayra, Game Studies, 2009, p.3 +

7 TUD Krentenbollencolloquium Intuition: Games Cater for Different Player Types Richard Bartle’s “Players who suit MUDs” Achievers Solve the challenge Explorers See what’s there Socializers There for others Killers / Winners Win against others Each ~25% players EWI: <5%

8 TUD Krentenbollencolloquium Gamification at TU Delft, 10 operational years since 2007 B.Sc. Courses TI1400/TI1405 Computer Organization (3 years + ongoing) (previously, was rated consistently lower than others, considered tough and boring course) IN3305 Bachelorseminarium (5 years, evolving form) M.Sc. Courses IN4392 Cloud Computing (1 year + ongoing, pair teaching) IN4391 Distributed Computing Systems (1 year + future) Q: Is gamification useful? Q: How to gamify a course? A. Iosup and D. Epema, An Experience Report on Using Gamification in Technical Higher Education, Under submission.

9 TUD Krentenbollencolloquium What’s in a name? 1.Mechanics Explore, do, learn, socialize, compete + 2.Dynamics, incl. Rewards Player stats, badges, others + 3.Game Content* puzzles, challenges, extra-projects, culture Social Gaming = (online) games for which social interaction helps the gaming experience Over 250,000,000 active players Romeo and Juliet * Art class pending.

10 TUD Krentenbollencolloquium The Scoring System for TI1400/TI Course Points2. Access Tokens3. Brownie Points 10,000 for straight correct exam Q +500 entry quiz +50 activity in Lab/Lecture/Tutorial +1,000 lab bonus # lab bonus #1 +25 correct end-lecture quiz Bonus Lab assignments Advanced topics (GPUs, clouds) Discuss w Lecturer Start with 1 Propose Exam Qs Rec. letter I will bake brownies for you! (but not force you to eat them) +1,000 team self-study

11 TUD Krentenbollencolloquium Gamification Elements Too many to list here Scoring system is but one element Onboarding Entry quiz Story every lecture Social Learning In-class teams Self-study as team effort Keep Killers in class Involve Killers and Explorers in self-study Different player types Ladders, ranking, end-lecture quiz: mostly for Killers Content unlocking: Explorers and Achievers

12 TUD Krentenbollencolloquium The Scoring System for TI1400/TI Course Points2. Access Tokens3. Brownie Points 10,000 for straight correct exam Q +500 entry quiz +50 activity in Lab/Lecture/Tutorial +1,000 lab bonus # lab bonus #1 +25 correct end-lecture quiz Bonus Lab assignments Advanced topics (GPUs, clouds) Discuss w Lecturer Start with 1 Propose Exam Qs Rec. letter I will bake brownies for you! (but not force you to eat them) +1,000 team self-study Q: Why this complicated system? 1.Gamification = more tracks of advancement + keeps top students involved in the classroom A1: 2.Decoupling grading schemes = responding to “cultuur van zesjes” 1.>65% success rate at first exam for past 3 years. 3.Extra (bonus) points for Lab, Lectures, and Tutorial, through extra assignments, lecture participation and end-lecture quizzes, and team-/self-study, respectively. A2: Q: What is unusual about this scoring system?

13 TUD Krentenbollencolloquium Is This Playful (or) Education? Two thirds of our students pass after their first try. Exam in 2012 more difficult than exam in Self-study work in 2012 more extensive than in We keep top students in the classroom. We get requests for Honors Track/Challent. etc. Q: Is gamification useful for you?

14 TUD Krentenbollencolloquium A Testimonial A. Iosup and D. Epema, An Experience Report on Using Gamification in Technical Higher Education, Under submission.

15 TUD Krentenbollencolloquium Thanks from the PDS Group at TU Delft. Questions? I have one… August 31, Home page Publications see PDS publication database at publications.st.ewi.tudelft.nlpublications.st.ewi.tudelft.nl Johan Pouwelse P2P systems File-sharing Video-on-demand Henk Sips HPC systems Multi-cores P2P systems Dick Epema Grids/Clouds P2P systems Video-on-demand e-Science Ana Lucia Varbanescu HPC systems Multi-cores Big Data e-Science Alexandru Iosup Grids/Clouds P2P systems Big Data Online gaming VENI Q: May I help you gamify your course? A. Iosup and D. Epema, An Experience Report on Using Gamification in Technical Higher Education, Under submission.

16 TUD Krentenbollencolloquium

17 TUD Krentenbollencolloquium (Meta-)Research on the Use of Game Elements in Education StudyMeta-study of … studies Findings Randel et al. (1992) >60>50% no difference if using games. >30% significant improvement when using games. Hays (2005) >100Game design must match learning objectives. Vogel et al. (2006) >30Games can help improve cognitive skills vs traditional. Sitzman (2011) >60Playing improves confidence. Vs traditional, better retention, declarative and procedural knoweldge

18 TUD Krentenbollencolloquium RuneScape: 135M+ open accounts (world record) Dataset: 3M players (largest measurement, to date) 1.2M players under level 100 Max skill 2,280 Number of players at each level (low, mid, high) is significant, anytime Intuition: Games Cater for Different Player Levels High Level Mid Level A. Iosup, A. Lascateu, N. Tapus, CAMEO: Enabling Social Networks for Massively Multiplayer Online Games through Continuous Analytics and Cloud Computing, ACM NetGames 2010.

19 TUD Krentenbollencolloquium There’s No Free Lunch in Comp.Sci. (My Personal XP) Gamification takes time and energy One week to consider gamification elements + One day per lecture for adaptation + Continuous adaptation + End-lecture quiz + Explaining a new system to students + The nitty-gritty details Gamification takes moral strength (did I say that?!) A new system has to conquer inertia An untested new system has to conquer doubt Support from TUD at most limited On the positive side, I really enjoyed the open and inquisitive attitude of the Dutch student

20 TUD Krentenbollencolloquium Exit Quiz (started Q3 2012—2013) (Yes-No-Don’t care questions) (>90% 75-90% 50-75%) I understand how this course was gamified Gamification made me more motivated Gamification made me think more carefully about what I like to do (where I can get bonus points) I enjoyed the interactive part of the lectures I enjoyed the exercises at the end of the lectures

21 TUD Krentenbollencolloquium What’s Next to Study in Gamification? Macro Does gamification lead to sustained improvement at TUD? Which gamification element is responsible for the largest improvement at TUD? Which type of learning goal gains most from gamification, at TUD? Which type of student gains most from gamification? Which level of student gains most from gamification? How to measure? Long-term studies, etc. Micro Tuning point flows Tuning gamification elements Measure reaction of students