1 ACM SIGCSE’14, Atlanta, GA Using Gamification in Technical Higher Education: An XP Report Alexandru Iosup and Dick Epema Delft University of Technology,

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Presentation transcript:

1 ACM SIGCSE’14, Atlanta, GA Using Gamification in Technical Higher Education: An XP Report Alexandru Iosup and Dick Epema Delft University of Technology, the Netherlands

2 ACM SIGCSE’14, Atlanta, GA The SIGCSE 2014 Puzzle Challenge #2 Meet New People Badge holder = 2 dots 3 possible colors (Brown, Orange, Green) Task: Form groups of 3 with 1x Brown + 2x Green + 3x Orange + Exchange contact each to

3 ACM SIGCSE’14, Atlanta, GA A Testimonial A. Iosup and D. Epema, An Experience Report on Using Gamification in Technical Higher Education, ACM SIGCSE’14. Image source:

4 ACM SIGCSE’14, Atlanta, GA Why Fix It If It Ain’t Broken? Well, it’s broken bad (at least the grammar) New generation of students Attention span Is higher education needed? A technical education?! New understanding of students International means multi-cultural Aware of individual personality and skill-level It’s not you, it’s me New ambition of GamificationU (Top-20 Eng/Tech*) <35% finish 3-year B.Sc. Curriculum in 4 years … … but cannot select students * THE-QS world rankings, 2013.

5 ACM SIGCSE’14, Atlanta, GA Why Gamification*? “ Science and scholarship are much like games. […] playing involves creating, testing and revising strategies as well as the skills necessary for progressing in the game.“ Mayra “ 51% US households own a console … 58% Americans play … 45% are women“ ESA’14 (North American) Entertainment Software Association Mar Social Gaming in a Museum * Making courses similar to social game universes

6 ACM SIGCSE’14, Atlanta, GA 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 Opportunity * Making courses similar to social game universes Take-Home Message

7 ACM SIGCSE’14, Atlanta, GA 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, ACM SIGCSE’14. / up/gamification-higher- education14sigcse_sub.pdfhttp://goo.gl/V97zSW up/gamification-higher- education14sigcse_sub.pdf

8 ACM SIGCSE’14, Atlanta, GA What Is This Talk About? Q: What would you learn about art from the High Museum of Art’s poster? 1.Intro: Atlanta, we have a problem 2.What’s in a game? 3.Could gaming techniques work in education? 4.Our work on gamification 1.How to gamify a course? (theory) 2.Is gamification useful? (practice) 5.Conclusion

9 ACM SIGCSE’14, Atlanta, GA 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 ACM SIGCSE’14, Atlanta, GA Could Work: Games Already 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 Our U: <5%

11 ACM SIGCSE’14, Atlanta, GA But…: (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 knowledge

12 ACM SIGCSE’14, Atlanta, GA What Is This Talk About? 1.Intro: Atlanta, we have a problem 2.What’s in a game? 3.Could gaming techniques work in education? 4.Our work on gamification 1.How to gamify a course? (theory) 2.Is gamification useful? (practice) 5.Conclusion

13 ACM SIGCSE’14, Atlanta, GA Our Work At GamificationU, 10+ Operational Years Since 2007 B.Sc. Courses (B) Computer Organization (4 years + ongoing) (previously, was rated consistently lower than others, considered tough and boring course, different type of learning—comp.systems) Bachelorseminarium (5 years, evolving form) M.Sc. Courses (M) Cloud Computing (2 year, pair teaching, new course) Distributed Computing Systems (1 year + ongoing, new course)

14 ACM SIGCSE’14, Atlanta, GA Into Our Approach to Gamification: 1 B.Sc. Course, 1 M.Sc. Course Education in systems, especially parallel and distributed computing Technically deep, conceptually at least broad Scalability and elasticity are long-lasting research topics Emerging comp.sci. topics, such as GPUs and cloud computing

15 ACM SIGCSE’14, Atlanta, GA Gamification Elements Too many to list here Scoring system is but one element Badges? Only for B.Sc., some “random” Onboarding (dynamics) Entry quiz Story every lecture Social Learning (dynamics) In-class teams Self-study as team effort Involve Winners and Achievers in class Involve Winners and Explorers in self-study Different player types Ladders, ranking, end-lecture quiz: mostly for Winners Content unlocking (dynamics): Explorers and Achievers Manga cum laude Tip: Ask me, at the end, about the scoring system.

16 ACM SIGCSE’14, Atlanta, GA What Is This Talk About? 1.Intro: Atlanta, we have a problem 2.What’s in a game? 3.Could gaming techniques work in education? 4.Our work on gamification 1.How to gamify a course? (theory) 2.Is gamification useful? (practice) 5.Conclusion

17 ACM SIGCSE’14, Atlanta, GA Is This Playful (or) Education? Two thirds of our students pass after their first try. Exam in 2012 more difficult than exam in ASO. Self-study work in 2012 more extensive than in ASO. We keep top students in the classroom. We get requests for Honors Track/Challent. etc. Q: Is gamification useful for educators?

18 ACM SIGCSE’14, Atlanta, GA Gamification, the Numbers: Overall Participation and Success Increasing number of students, B.Sc. (M.Sc. designed for ~15) Exam results: Gamification delivers at least as traditional approach Scalability limit with gamification? Future work. 2.4x

19 ACM SIGCSE’14, Atlanta, GA Gamification, the Numbers: Successful Via Alternative Paths Successful = bonus-worthy A significant fraction of students take alternative paths of advancement Increasingly more students benefit from each alternative (warning: natural limit at 100%) At least one successful alternative? 45% Q: Is it good for so many students to receive bonuses? (Hint: In-class bonus=0,5%/item)

20 ACM SIGCSE’14, Atlanta, GA What Is This Talk About? 1.Intro: Atlanta, we have a problem 2.What’s in a game? 3.Could gaming techniques work in education? 4.Our work on gamification 1.How to gamify a course? (theory) 2.Is gamification useful? (practice) 5.Conclusion

21 ACM SIGCSE’14, Atlanta, GA 10+ operational years of experience at GamificationU Gamified courses can deliver results at least as good as traditional approaches, but can engage students more There’s no free lunch! Gamification = mechanics, dynamics, content (art) Gamification* in Higher Education = Rich Opportunity * Making courses similar to social game universes Take-Home Message TODO: which mechanisms? Longitudinal studies. Etc. Tip: Ask me about the costs. Tip: Ask me, at the end, about the future work.

22 ACM SIGCSE’14, Atlanta, GA 10+ operational years of experience at GamificationU Gamified courses can deliver results at least as good as traditional approaches, but can engage students more There’s no free lunch! Gamification = mechanics, dynamics, content (art) Gamification* in Higher Education = Rich Opportunity * Making courses similar to social game universes Take-Home Message TODO: which mechanisms? Longitudinal studies. Etc. Tip: Ask me about the costs. Tip: Ask me, at the end, about the future work. Tip: Ask other findings?

23 ACM SIGCSE’14, Atlanta, GA

24 ACM SIGCSE’14, Atlanta, GA We Also Found That… Top students like to learn for the sake of learning (based on participation in un-marked eextra-lectures). Mid-term performance characterizes well the top performers. This allows for an early identification of Winners and Achievers. Only about 10-15% of the students fit, in our experience, the profile of Winners (~5%) or Achievers. This is much less than expected (25%). For the gamification-based courses, a high fraction of students who have failed the first time return to take the re-examination exam. This contrasts starkly with non-gamified courses.

25 ACM SIGCSE’14, Atlanta, GA 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

26 ACM SIGCSE’14, Atlanta, GA 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

27 ACM SIGCSE’14, Atlanta, GA 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.Exam success at first try, high rate for past 4 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?

28 ACM SIGCSE’14, Atlanta, GA 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

29 ACM SIGCSE’14, Atlanta, GA 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, ACM SIGCSE’14.