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gameful designfor online education
Sebastian Deterding
MAGIC Lab, Rochester Institute of Technology
Game On: Exploring Innovative Pedagogies Symposium,
Charles Darwin University, Darwin, Australia, September 2, 2013
c b
<1>
introduction
aboutme
learninG
bbc: A game of me
RIT: Just press play
game design +
online learning?
4 Forms
points
Tracking, Feedback
badges
Goals, surprise
leaderboards
Competition
incentives
Rewards
»Gamy« feedback layer1
gamefully structuring learning2
full-fledged games3
Learning through game design4
in the public
mind
moocs!
with badges!
= khan academy!
problem
solved!
http://www.flickr.com/photos/auntiep/4310267/sizes/o/
delicious scalability & analytics!
very,very old wine ...
flickr.com/photos/the-consortium/5304929409
Gold Stars
The single worst way of
motivating learning
+
frontal teaching
(Almost) the single worst
educational material
Peter F.Drucker
»There is surely nothing quite
so useless as doing with great
efficiency what should not be
done at all.«
what executives should remember (2006)
<2>
how not?
Margaret Robertson
»Gamification is an inadvertent con. It
tricks people into believing that there’s a
simple way to imbue their thing ... with the
psychological, emotional and social power
of a great game.«
can’t play, won’t play (2009)
Confusion
#1
Theodore Sturgeon
»Ninety percent
of everything is crud.«
sturgeon‘s revelation (1958)
what achievements? How designed?
Games are not fun because
they are games, but when
they are well-designed.
Con(fusion) #1
Confusion
#2
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000
(You rock!)
»Fun is just another word
for learning.«
Raph Koster
a theory of fun for game design (2005)
Raph Koster
»Fun from games arises out of mastery. It
arises out of comprehension. It is the act
of solving puzzles that makes games fun.
With games, learning is the drug.«
a theory of fun for game design (2005)
http://www.flickr.com/photos/diego_rivera/4261964210
Extrinsic motivation
Intrinsic motivation
http://www.flickr.com/photos/areyoumyrik/308908967
Edward Deci,Richard Ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
The fun in playing games
chiefly arises from
intrinsic enjoyment, not
extrinsic incentives.
Con(fusion) #2
Not fun Fun
http://www.flickr.com/photos/sulamith/1342528771/sizes/o/
http://www.flickr.com/photos/photonquantique/3364593945/sizes/l/
Raph Koster
»Fun is just another word
for learning.«
through interesting challenges
a theory of fun for game design (2005)
Goals ...
+ Rules ...
= Interesting challenges
+ Feedback ...
http://www.flickr.com/photos/bodgerbrooks/1315419080
= Experiences of competence
Game atoms
model/skill
rule system
goal
success! / failure!
actions
feedback
immediate/progress
challenge
Confusion
#3
http://www.flickr.com/photos/apartmentlife/6559123353/
Earn 1,000,000,000,000 points
Score: 964,000,000,000,000
(You rock!)
feedback without challenge
feedback without challenge
gamy looks without challenge
disconnected challenge
game challenge = learning goal
Learning goal
=
Game atom
the atomic intrinsic integration approach (2011)
Alejandro Echevaria et al.
»Gaminess« is not a feature
you can just add – it is
restructuring learning goals
into game atoms.
Con(fusion) #3
Confusion
#4
Johan Huizinga
»First and foremost,
all play is a voluntary
activity.«
homo ludens (1950: 7)
Edward Deci,Richard Ryan
»An understanding of human motivation
requires a consideration of innate
psychological needs for competence,
autonomy, and relatedness.«
the what and why of goal pursuit (2000)
Fun Voluntary
Voluntary Fun
the undermining effect
feedback
perceived as
controlling
thwarts
autonomy
motivation
perceived as
informing
supports
competence
+
–
Deci & Ryan 2012
We don’t play games
voluntarily because they’re
fun – playing games is fun
because it’s voluntary.
Con(fusion) #4
<3>
how?
gameful design
Restructuring learning to
support competence, autonomy,
and relatedness, using game
atoms as a lens
http://www.flickr.com/photos/mike52ad/4675696269
http://www.flickr.com/photos/mike52ad/4675696269
Goals: Intransparent; lack of small steps
Rules: Often intransparent
Challenge: Not adjusted to individual skill
Feedback: Slow, demotivating decay instead
of building and perceiving progress
Game atomscompetence?
http://www.flickr.com/photos/mike52ad/4675696269
Goals: Little choice in what to do when and
how, little connection to personal needs
Challenge: Demonstrating proficiency, not
inviting exploratory trial and error
Feedback: Often controlling, highly serious
consequences
Game atomsautonomy?
learning goal = game atom
Structured flow of goals
scaffolded challenge,dynamically adjusted
progress feedback
forgiving feedback
http://www.flickr.com/photos/amrufm/2593920251/sizes/z/in/photostream/
Meaningful choice
…vs.Quality andVarietyunlimited redoing
challenge-based learning
O’Mahony, et al (2012). A Comparison of Lecture-Based and Challenge-Based Learning in a Workplace Setting: Course
Designs, Patterns of Interactivity, and Learning Outcomes. Journal of the Learning Sciences, 21(1), 182–206.
<4>
in summary
Peter F.Drucker
»There is surely nothing quite
so useless as doing with great
efficiency what should not be
done at all.«
what executives should remember (2006)
– e.g. gamified MOOCs
gameful design
Restructuring learning to
support competence, autonomy,
and relatedness, using game
atoms as a lens
See
bit.ly/194vAni
for a recent
overview of
further design
patterns.
sebastian@codingconduct.cc
@dingstweets
codingconduct.cc
Thank you.

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