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GAMIFICATION AND
      ONLINE EDUCATION
                       Prof. Kevin Werbach
              werbach@wharton.upenn.edu / @kwerb


                         Coursera, July 2012




KNOWLEDGE FOR ACTION
1 billion downloaders can’t be wrong!




    KNOWLEDGE FOR ACTION   Gamification / Kevin Werbach
…or 100,000 MOOCers!
KNOWLEDGE FOR ACTION   Gamification / Kevin Werbach
The Mass Medium of the 21st Century




       97% of U.S. kids 12-17
       play videogames (Pew 2008)
                          	
  
   KNOWLEDGE FOR ACTION          Gamification / Kevin Werbach
We’re All Gamers Now
•  Average videogame player is 30 years old
•  47% percent of videogame players are women
•  China is the world’s largest online games market
•  44% of US/UK adults played a mobile game in the last month




     KNOWLEDGE FOR ACTION         Gamification / Kevin Werbach
can we
learn from
games
to help with


  KNOWLEDGE FOR ACTION   Gamification / Kevin Werbach
School is Already a Game… a Bad One
•  Not so much fun (for many)
•  Unclear win states
•  Back-loaded feedback
•  Poorly balanced
•  Misalignment of faculty and student players




     KNOWLEDGE FOR ACTION         Gamification / Kevin Werbach
Gamification is…


  The use of game elements and
  game design techniques in
  non-game contexts.




  KNOWLEDGE FOR ACTION   Gamification / Kevin Werbach
KNOWLEDGE FOR ACTION   Gamification / Kevin Werbach
Points




                            Resource                                               Levels
                            Collection
                                                                     Progression




            Quests                       Avatars




                                                   Social Graph




         KNOWLEDGE FOR ACTION                      Gamification / Kevin Werbach
Progression




                                                               Levels
                                                Points



                          Rewards




                         Quests
Avatars                                         Social Graph




                         Badges




  KNOWLEDGE FOR ACTION        Gamification / Kevin Werbach
In Education
FourSquare.edu?
Grading up
Choose your own
adventure (quests)
Continuous
feedback
Game frames




     KNOWLEDGE FOR ACTION   Gamification / Kevin Werbach
Would the Real Gamification Stand Up?




     Behavior                               Games




   KNOWLEDGE FOR ACTION   Gamification / Kevin Werbach
Behavior                                 Games

Marketing and economics      Game design and psychology
Incentives                   Experiences
Satisfying needs             Fun
Game elements (inductive)    Game thinking (deductive)
Status                       Meaning
PBLs                         Puzzles
Rewards                      Progression
Making users do things       Making players awesome

   KNOWLEDGE FOR ACTION     Gamification / Kevin Werbach
Applied to Education

     Behavior                                Games

 Scoring systems           Narratives
 Credentials               Mastery
 Motivating students       Experimentation
 Engagement                Growth
 Presentation MOOCs        Connectivist MOOCs



   KNOWLEDGE FOR ACTION   Gamification / Kevin Werbach
Common Ground

     Behavior                                  Games

 New pedagogy                New pedagogy
 Personalization             Personalization
 Empowering peer learning    Empowering peer learning
 Feedback                    Feedback
 Analytics                   Analytics



   KNOWLEDGE FOR ACTION     Gamification / Kevin Werbach
Online Challenges/Opportunities
•  Return of voluntariness = importance of onboarding
•  Lack of interactivity puts a premium on engagement
•  Large class sizes = >variability of students
•  The player journey, within and across courses
•  Collaboration outside time/space constraints
•  Data, data, data




     KNOWLEDGE FOR ACTION          Gamification / Prof. Kevin Werbach
What’s Needed
•  Edu gamification in a box
•  Badge ecosystems
•  Collected stories and
   best practices




     KNOWLEDGE FOR ACTION     Gamification / Prof. Kevin Werbach
Notice any Differences?




   KNOWLEDGE FOR ACTION   Gamification / Prof. Kevin Werbach
thank you!
   Prof. Kevin Werbach
werbach@wharton.upenn.edu
     Twitter: @kwerb                        By Kevin Werbach & Dan Hunter
                                            Wharton Digital Press (Fall 2012)




         https://www.coursera.org/course/    http://gamifyforthewin.com
                   gamification




    KNOWLEDGE FOR ACTION

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Gamification and Online Education

  • 1. GAMIFICATION AND ONLINE EDUCATION Prof. Kevin Werbach werbach@wharton.upenn.edu / @kwerb Coursera, July 2012 KNOWLEDGE FOR ACTION
  • 2. 1 billion downloaders can’t be wrong! KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 3. …or 100,000 MOOCers! KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 4. The Mass Medium of the 21st Century 97% of U.S. kids 12-17 play videogames (Pew 2008)   KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 5. We’re All Gamers Now •  Average videogame player is 30 years old •  47% percent of videogame players are women •  China is the world’s largest online games market •  44% of US/UK adults played a mobile game in the last month KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 6. can we learn from games to help with KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 7. School is Already a Game… a Bad One •  Not so much fun (for many) •  Unclear win states •  Back-loaded feedback •  Poorly balanced •  Misalignment of faculty and student players KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 8. Gamification is… The use of game elements and game design techniques in non-game contexts. KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 9. KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 10. Points Resource Levels Collection Progression Quests Avatars Social Graph KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 11. Progression Levels Points Rewards Quests Avatars Social Graph Badges KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 12. In Education FourSquare.edu? Grading up Choose your own adventure (quests) Continuous feedback Game frames KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 13. Would the Real Gamification Stand Up? Behavior Games KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 14. Behavior Games Marketing and economics Game design and psychology Incentives Experiences Satisfying needs Fun Game elements (inductive) Game thinking (deductive) Status Meaning PBLs Puzzles Rewards Progression Making users do things Making players awesome KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 15. Applied to Education Behavior Games Scoring systems Narratives Credentials Mastery Motivating students Experimentation Engagement Growth Presentation MOOCs Connectivist MOOCs KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 16. Common Ground Behavior Games New pedagogy New pedagogy Personalization Personalization Empowering peer learning Empowering peer learning Feedback Feedback Analytics Analytics KNOWLEDGE FOR ACTION Gamification / Kevin Werbach
  • 17. Online Challenges/Opportunities •  Return of voluntariness = importance of onboarding •  Lack of interactivity puts a premium on engagement •  Large class sizes = >variability of students •  The player journey, within and across courses •  Collaboration outside time/space constraints •  Data, data, data KNOWLEDGE FOR ACTION Gamification / Prof. Kevin Werbach
  • 18. What’s Needed •  Edu gamification in a box •  Badge ecosystems •  Collected stories and best practices KNOWLEDGE FOR ACTION Gamification / Prof. Kevin Werbach
  • 19. Notice any Differences? KNOWLEDGE FOR ACTION Gamification / Prof. Kevin Werbach
  • 20. thank you! Prof. Kevin Werbach werbach@wharton.upenn.edu Twitter: @kwerb By Kevin Werbach & Dan Hunter Wharton Digital Press (Fall 2012) https://www.coursera.org/course/ http://gamifyforthewin.com gamification KNOWLEDGE FOR ACTION