Gamification in Education (Tetrad)

THIS IS REPOSTED FROM: TRENDS IN EDUCATIONAL TECHNOLOGIES \\ ORIGINALLY POSTED BY: CASTILLOLEO211, ON JUNE 25, 2015

Gamification in education is relatively a new and emerging concept that is being widely discussed in educational circles.

According to Kapp (2012), Gamification as it relates to education can be defined as “using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems.

Wang (2011) further defines it as “a series of design principles, processes and systems used to influence, engage and motivate individuals, groups and communities to drive behaviors and effect desired outcomes.”

According to a Gartner Group study, 50% of organizations that manage innovation process will gamify those processes within the next decade (Gartner, 2011).

While the aforementioned definitions are derived from the business sector, it is important to note that it is this sector that could potentially influence education, as educators prepare their students for the 21st century workforce. Therefore, it seems that gamification in education is inevitable and as a result, careful study and analysis of this emerging concept should be on the forefront of every educator’s agenda.

gamification in education - tetrad
gamification in education – tetrad

Enhances

Gamification in education has the potential to enhance student engagement more so than a traditional lecture or textbook reading. Students that find one particular subject boring could possibly find it fun if the subject were to be presented in a gaming format. Additionally, gamification has the capability to provide immediate performance feedback and display progress, which could also serve as a motivator.

Obsoletes

Gamification in education also has the potential to replace books and traditional brick and mortar type schools/classrooms. Gamification tends to lend itself to distance learning where there is no need for a building or classroom. Gamification and distance learning can conceivable offer computer-based or online instructional material such as textbooks, articles, websites, and other pertinent material, which could eliminate the need for hard-copy textbooks and articles. As a result, libraries would also become extinct, as online databases would provide necessary resources for the gamified learner.

Retrieves

Gamification can also rekindle the practice of collaboration by provide students a broader range of opportunities to collaborate, problem-solve, and network with other students from diverse backgrounds and cultures, yet another 21st century skill that our students need to have.

For years, traditional learning has placed emphasis on the premise that failure is not an option, yet learning from ones mistakes is the primary method of learning in gamification. Failure allows students to revaluate their approaches to problem solving and it also permits them to test their own hypothesis, which in return would result in a positive learning experience.

Reverses

While the aforementioned benefits of gamification in education have merit and value, it would irresponsible not to consider the possible reverses and potential problems that may surface. The use of gamification in a leaning environment, if used inappropriately could possibly lead to the infantilization of learning. Students would run the risk of believing that if the gamification experience is not fun then learning the material would hold no value. Additionally, the focus would be on the rewards and achievements a student could gain and not on the self-satisfaction of newly acquired knowledge. There would be an increased intrinsic value to learning that simply focuses on a means to an end.

Conclusion

Gamification in education can prove to be a tremendous tool for engaging students; however, if it is poorly implemented and improperly utilized this emerging concept could lose its significance and usefulness.

It is vital to gain an understanding of the dangers and stipulation that are required in implementing gamification. While gamification can possibly increase student engagement and achievement, it behooves us as educators to consider our goal in the framework of learning and not in the context of simply adding another trending and emerging technological device or concept.


Gartner, Inc. (2011). Gartner says by 2015, more than 50 percent of organization that manage innovation processes will gamify those processes. Retrieved from http://www.gartner.com/newsroom/id/1629214

Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (p. 11). John Wiley & Sons.

Wang, R. (2011). Demystifying enterprise gamification for business. Retrieved from https://www.constellationr.com/research/demystifying-enterprise-gamification-business

Skill Trees

I recently came across skill trees and was intrigued by the idea of them and liked the way they could be used in teaching and learning. It would be interesting to use this concept when doing lesson plans (sequencing, pre-requisites, etc.).

I think this would be a great tool to allow students to customise their journey (what skills to upgrade), as well as allowing them to visualise areas that they are strong in and areas that need improving. It would also be great to make connections between certain “nodes” (or branches) on the skill tree and specific careers, showing them where certain skills can take them.

Skill Trees

Skill Trees (also known as talent trees) are a component that can add depth, fulfilment, and replayability to most any game. They are also great for easing in new gameplay dynamics by starting players with scaled-down versions that can be fully unlocked over time, or by delaying their acquisition so players are not overwhelmed at the start.

Legends of Aethereus Skill Tree
Legends of Aethereus Skill Tree

What is a Skill Tree?

Skill trees are an array of skills that start small, but that grow and branch out into a more robust organism. They are populated by “nodes”, which are tied to various components of the game (max health, regen, bonuses to income, movement speed, etc.).

Everything that the player is or does can be tied to nodes in skill trees. The nodes are unlocked as the player progresses in the game until a node is “maxed”. The base value of these nodes and their tiered bonuses are key ways for a designer to balance gameplay.

They can be unlocking mechanics that ‘gate’ the player from picking whatever they want, whenever they want. A certain number of low tier talents, or player levels, may be required to reach higher tiers. If a player is able to choose any talent at any time—the progression dynamics, and the “flavor of play” each tree brings will be lost.

Path of Exile Skill Tree
Path of Exile Skill Tree

Why use Skill Trees?

They are fun little puzzles that empower the player to personalise the game into something they enjoy. This personalisation also feeds a common need for self expression. Though simple and isolated from play, the impact skills have on your game can be very meaningful.

There’s no better way to educate your player in what they can (eventually) do in your game than by having a talent tree that they’ll be looking over time and time again thinking about where they want to advance their character.

Talent trees can make your player feel empowered and surprise them. They can also be the carrot on the stick that keeps them playing so they can get that one talent that defines their build and items.

How to Use Skill Trees?

Pacing the progression of a talent tree is vital to making it a positive aspect of your game. Lower tier talents should be simple but potent, hooking the player immediately. Conversely, it’s best to add more complex aspects of the tree at higher tiers, to ensure the player is ready for these more complex dynamics.


Berry, J. (2013). Let’s Spec Into Talent Trees: A Primer for Game Designers. Retrieved 22 June, 2015 from  http://gamedevelopment.tutsplus.com/articles/lets-spec-into-talent-trees-a-primer-for-game-designers–gamedev-6691

Design Thinking – Human Centred Design

“Design thinking is a human-centered approach to innovation that draws from the designer’s toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” —Tim Brown, president & CEO

The three “Design Thinking” forces (people, business, and technology) are then translated into the three lenses of Human Centred Design (HCD):

  • Desirability (people): What do people want, need, desire?
  • Feasibility (technology): What is technically feasible.
  • Viability (business): What is financially viable.
IDEO human-centred design (HCD) lenses
IDEO human-centred design (HCD) lenses

HCD is a process and a set of techniques used to create innovations. It starts with the people we are designing for, and examines their needs, dreams and behaviours through the “desirability lense”. We seek to listen to and to understand what they want. Once we have identified what is desirable, we then view our solutions through the lenses of “feasibility” and “viability”. (IDEO, p. 5)

“The solutions that emerge at the end of the Human-Centred Design should hit the overlap of these three lenses.” (IDEO. p. 6)

THE HCD PROCESS

The HCD process goes through three main phases:

  • Hear: Collect stories and inspiration from the people you are designing for (ethnographic research: observation, interviews, etc.). Determine who to talk to, how to gather stories, and how to document your observations.
  • Create: Work to translate what you heard from the people into the reality of today. This includes moving from concrete to more abstract thinking in identifying themes and opportunities, then back to the concrete with solutions and prototypes.
  • Deliver: Begin to realise your solutions by taking your top solutions, making them better, and move them towards implementation by, revenue and cost modelling, capability assessment and implementation planning.
IDEO human-centred design (HCD) process
IDEO human-centred design (HCD) process

“In the process you will move from concrete observation about people and their needs and desire, to abstract thinking as you uncover insights and themes, then back to the concrete with tangible solutions.” (HCD Connect Website, n.d.)


IDEO (n.d. b). HCD. Human Centred Design. An Introduction. 2nd Edition. Retrieved 1 June, 2014 from http://www.ideo.com/images/uploads/hcd_toolkit/HCD_INTRO_PDF_WEB_opt.pdf

HCD Connect Website. (n.d.). Human-centered design allows us to create and deliver solutions based on people’s needs. Retrieved 14 June, 2014 from http://www.hcdconnect.org/toolkit/en

The Art of Game Design: A Deck of Lenses

This deck of lenses is basically a creativity toolkit with 100 unique cards that feature very important questions aimed towards improving your game. All the cards reach different aspects of game design such as game mechanics, story, creativity, playtesting among many others. One of the great advantages of the book and the deck is that even if you’re a novice or expert game designer you and your game can greatly benefit from both of them. Read more about the cards here:

The Art of Game Design: A Deck of Lenses
The Art of Game Design: A Deck of Lenses

Link to the Book here
Link to the app here

Gamification Inspiration Cards by Andrzej Marczewski

I love cards and have just received my pack of gamification inspiration cards by Andrezej Marczewski. I got the Black and White cards, but he has just made a version in colour as well.

Gamification Inspiration Cards
Gamification Inspiration Cards

Andrezej designed these cards (53 in all) to help inspire ideas and build new and interesting gamified solutions. They have been developed to work hand in hand with his user types (Achievers, Socialisers, Philanthropists and Free Spirit).

Gamification Inspiration Cards
Gamification Inspiration Cards

The Gamification Aesthetics Color Wheel

The Gamification Aesthetic Colour Wheel is a Gamification design toolkit by Victor Manrique and Isidro Rodrigo

Gamification is not only built out of mechanics. We need design, art and technology to create an everlasting gamified experience, and we strongly believe that gamification aesthetics have not received the importance they truly deserve yet.

As you might have realised, this toolkit is designed as “a color wheel”, meaning that all of its elements are related to each other and that there is some kind of logic behind them. There are 12 key elements to take into account when defining any experience’s aesthetics, and we usually have to follow certain steps to get the best out of it.

The Gamification Aesthetics Color Wheel Cards
The Gamification Aesthetics Color Wheel Cards

Check out their site to learn more:
http://www.epicwinblog.net/2015/02/the-gamification-aesthetics-color-wheel.html

Gamification Mechanics Videos by Isidro Rodrigo

I have been doing an online course called “Gamification Design 2015” with iversity.org which has been quiet interesting.

In particular Isidro Rodrigo talks about how to design your own gamified experience. He has created video tutorials to guide you through various mechanics, there will be 35 in total—he has not finished them all yet.

You can see the first 6 here:
http://www.epicwinblog.net/2014/11/the-35-gamification-mechanics-official.html

Bartle’s Taxonomy of Player Types

Richard Bartle co-created MUD (Multi-User Dungeon), the text-based precursor to today’s MMORPGs, while studying at Essex University. He ended up formulating the theory that all MUD players could be broken down into four main types: killers, achievers, explorers, and socializers. This theory has since been used in all sorts of game design situations.

Bartle theorized that MUD players could be split into four types, giving psychological portraits of players populating a virtual world for fun:

  • Killers like to provoke and cause drama and/or impose them over other players in the scope provided by the virtual world. Trolls, hackers, cheaters, and attention farmers belong in this category, along with the most ferocious and skillful PvP opponents.
  • Achievers are competitive and enjoy beating difficult challenges whether they are set by the game or by themselves. The more challenging the goal, the most rewarded they tend to feel.
  • Explorers like to explore the world – not just its geography but also the finer details of the game mechanics. These players may end up knowing how the game works and behave better than the game creators themselves. They know all the mechanics, short-cuts, tricks, and glitches that there are to know in the game and thrive on discovering more.
  • Socializers are often more interested in having relations with the other players than playing the game itself. They help to spread knowledge and a human feel, and are often involved in the community aspect of the game (by means of managing guild or role-playing, for instance).
Richard Bartle's Player Types: Killers, Achievers, Explorers, and Socialisers
Richard Bartle’s Player Types: Killers, Achievers, Explorers, and Socialisers

The horizontal axis represents a preference for interacting with other players vs. interacting with the world and the vertical axis represents a preference for (inter)acting with something vs. (inter)acting on something. So, achievers prefer to act on the world, while socializers prefer to interact with other players.

Bartle found that players tended to belong to a primary category, but drifted between several others depending on their mood, situation and preferred goal in the game. Having categorized those type of players, drawn to the same virtual world for different reasons and still acting and interacting in the same playing field, he was now able to better balance the game.

http://mud.co.uk/richard/hcds.htm

Andrzej Marczewski Gamification Player Types

Marczewski’s Player and User Types Hexad
Marczewski’s Player and User Types Hexad

Andrzej describes six types of users. There are four basic intrinsic types; Achievers, Socialisers, Philanthropists and Free Spirit. They are motivated by Relatedness, Autonomy, Mastery and Purpose (RAMP – self determination theory). The other two types, whose motivations are a little less black and white are Disruptor and Player.

  • Socialisers are motivated by Relatedness. They want to interact with others and create social connections.
  • Free Spirits are motivated by Autonomy and self expression. They want to create and explore.
  • Achievers are motivated by Mastery. They are looking to learn new things and improve themselves. They want challenges to overcome.
  • Philanthropists are motivated by Purpose and Meaning. This group are altruistic, wanting to give to other people and enrich the lives of others in some way with no expectation of reward.
  • Players are motivated by Rewards. They will do what is needed of them to collect rewards from a system. They are in it for themselves.
  • Disruptors are motivated by Change. In general they want to disrupt your system, either directly or through other users to force positive or negative change.

http://www.gamified.uk/user-types/

Intrinsic User Types