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Professor Kevin Werbach
Dept. of Legal Studies & Business Ethics
Wharton School, Univ. of Pennsylvania
werbach@wharton.upenn.edu
Twitter: @kwerb
• 132 years old
• 10 academic
departments
• 20 research centers
• 240 faculty
• $900 million endowment
• 92,000 alumni
• 132 years old
• 10 academic
departments
• 20 research centers
• 240 faculty
• $900 million endowment
• 92,000 alumni
• 43 years old
• 2 sessions of 1 course
• 1 webcam
• 147,000 students
https://www.coursera.org/
course/gamification
Believe the
Hype
Believe the
Hype
DON’T
“From a business perspective, this is
a supply and demand problem in that
the demand for quality education is
not being met by an adequate
supply of learning opportunities.
From a technology perspective, this is
a problem that can now be solved
with software.”
– Peter Levine, Andreessen Horowitz
10/25/12
(explaining $15 million investment in
Udacity)
The University Bundle
Teaching and
knowledge
dissemination
Personal
development
Credentialing
and Job
Training
Networking
Research and
scholarship
Public
intellectual
discourse
Educating
future faculty
Community
development
Innovation
(IP, startups, etc.)
The Real Story:
Experimentation
• Formats
• Subjects
• Pedagogy
• Assessment (automated, peer-based, etc.)
• Online interactivity and community
• Credit and credentialing mechanisms
• Price points
Drilling down on
one MOOC
Course Overview
• 6 weeks long
• Introductory survey
– How to apply techniques from digital game design to
business
• Structured as a real course
– 12 units (2/week) of approximately five 7-12 minute
videos
– 4 multiple-choice quizzes (weekly deadlines)
– 3 peer-assessed written assignments (300-1500
words)
– Multiple-choice final exam
Stats from Session 1 (Fall
2012)
• 81,600 registrations
– 2/3 non-U.S.; over 150 countries represented
– 77% of participants not in school/university
• Massive engagement
– >2,200,000 video views
– 19,513 forum posts
– 187,028 peer assessments,
by 13,088 students
– Student-formed Facebook
group: 3,468 members
– Hashtag #gamification12:
>2,700 tweets
% of Registration
% of Starters
% of Submitters
% of Writers0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
61%
31%
23%
19%
16%
15%
13%
11% 13%
52%
38%
32%
26%
25%
22%
18% 21%
74%
61%
50%
48%
42%
35% 40%
84%
70%
80%
% of Registration
% of Starters
% of Submitters
% of Writers
≈81,600
registered
8,280
Received Statement
of Accomplishment
2x-4x Typical Completion Rate
Pedagogical Challenges
• Novelty of MOOCs
• Diverse global
students
• Asynchronous and
one-way
• Assessing creative
work
Pedagogical Challenges
• Novelty of MOOCs
• Diverse global
students
• Asynchronous and
one-way
• Assessing creative
work• No prior courses on the
subject
• WTF is
gamification, anyway?
ENGAGEM
ENT
Traditional Course Design
1 2 3 4 5 6 7
Units
Midterm Final
Onboarding
Climbing
Rest
Rest
Boss
Fight
Climbing
Climbing
The Player Journey
Scaffolding
Level
Up
Gamification Course Design
Onboard Climb Climb Climb Rest
Boss
Fight
Rest
Quiz
Quiz
Final
Major
Project
Quiz+
Project
Quiz+
Project
Student Motivation Types
Source: Richard Bartle
(aka mandatory Bartle slide)
Puzzles
Notice any
differences?
MOTIVATION
LEARNING
Behavior Games
Marketing and
economics
Game design and
psychology
Incentives Experiences
Satisfying needs Fun
Game elements
(inductive)
Game thinking
(deductive)
Status Meaning
Points, Badges,
Leaderboards
Puzzles
Would the Real Gamification Stand
Up?
Behavior Games
Lifelong learning online Lifelong learning online
New pedagogy New pedagogy
Personalization Personalization
Empowering active
learning
Empowering active
learning
Feedback Feedback
Common Ground
Prof. Kevin Werbach
werbach@wharton.upenn.edu
Twitter: @kwerb
thank you!
BOOK
http://wdp.wharton.upenn
.edu/
books/for-the-win/
COURSE
https://www.coursera.org/
course/gamification

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MOOCs: A View from the Digital Trenches

  • 1. Professor Kevin Werbach Dept. of Legal Studies & Business Ethics Wharton School, Univ. of Pennsylvania werbach@wharton.upenn.edu Twitter: @kwerb
  • 2. • 132 years old • 10 academic departments • 20 research centers • 240 faculty • $900 million endowment • 92,000 alumni
  • 3. • 132 years old • 10 academic departments • 20 research centers • 240 faculty • $900 million endowment • 92,000 alumni • 43 years old • 2 sessions of 1 course • 1 webcam • 147,000 students
  • 7. “From a business perspective, this is a supply and demand problem in that the demand for quality education is not being met by an adequate supply of learning opportunities. From a technology perspective, this is a problem that can now be solved with software.” – Peter Levine, Andreessen Horowitz 10/25/12 (explaining $15 million investment in Udacity)
  • 8. The University Bundle Teaching and knowledge dissemination Personal development Credentialing and Job Training Networking Research and scholarship Public intellectual discourse Educating future faculty Community development Innovation (IP, startups, etc.)
  • 9. The Real Story: Experimentation • Formats • Subjects • Pedagogy • Assessment (automated, peer-based, etc.) • Online interactivity and community • Credit and credentialing mechanisms • Price points
  • 11. Course Overview • 6 weeks long • Introductory survey – How to apply techniques from digital game design to business • Structured as a real course – 12 units (2/week) of approximately five 7-12 minute videos – 4 multiple-choice quizzes (weekly deadlines) – 3 peer-assessed written assignments (300-1500 words) – Multiple-choice final exam
  • 12. Stats from Session 1 (Fall 2012) • 81,600 registrations – 2/3 non-U.S.; over 150 countries represented – 77% of participants not in school/university • Massive engagement – >2,200,000 video views – 19,513 forum posts – 187,028 peer assessments, by 13,088 students – Student-formed Facebook group: 3,468 members – Hashtag #gamification12: >2,700 tweets
  • 13. % of Registration % of Starters % of Submitters % of Writers0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% 61% 31% 23% 19% 16% 15% 13% 11% 13% 52% 38% 32% 26% 25% 22% 18% 21% 74% 61% 50% 48% 42% 35% 40% 84% 70% 80% % of Registration % of Starters % of Submitters % of Writers ≈81,600 registered 8,280 Received Statement of Accomplishment 2x-4x Typical Completion Rate
  • 14. Pedagogical Challenges • Novelty of MOOCs • Diverse global students • Asynchronous and one-way • Assessing creative work
  • 15. Pedagogical Challenges • Novelty of MOOCs • Diverse global students • Asynchronous and one-way • Assessing creative work• No prior courses on the subject • WTF is gamification, anyway?
  • 16.
  • 18.
  • 19. Traditional Course Design 1 2 3 4 5 6 7 Units Midterm Final
  • 21. Gamification Course Design Onboard Climb Climb Climb Rest Boss Fight Rest Quiz Quiz Final Major Project Quiz+ Project Quiz+ Project
  • 22. Student Motivation Types Source: Richard Bartle (aka mandatory Bartle slide)
  • 23.
  • 26. Behavior Games Marketing and economics Game design and psychology Incentives Experiences Satisfying needs Fun Game elements (inductive) Game thinking (deductive) Status Meaning Points, Badges, Leaderboards Puzzles Would the Real Gamification Stand Up?
  • 27. Behavior Games Lifelong learning online Lifelong learning online New pedagogy New pedagogy Personalization Personalization Empowering active learning Empowering active learning Feedback Feedback Common Ground
  • 28.
  • 29. Prof. Kevin Werbach werbach@wharton.upenn.edu Twitter: @kwerb thank you! BOOK http://wdp.wharton.upenn .edu/ books/for-the-win/ COURSE https://www.coursera.org/ course/gamification

Editor's Notes

  1. If you’re in the course, I’m not giving it away. If you took it before, please don’t.