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The Truth about Gamification
And the use of game-like technologies in online learning

Dr Ben Betts
CEO, HT2

www.ht2.co.uk
Gamification
? Applying game-like mechanics or feedback to
non-game situations.
? Often manifests itself as points, levels and
badges (PLB), based on users performing certain
actions.
? Often encourages competition where little
existed previously.

www.ht2.co.uk
Gamefulness
? Uses the language and aesthetics of
games to encourage a more ¡®playful¡¯
approach.
? May also involve emotional buy-in
through stories and characters.
? Looking to create meaningful
experiences, more so than shortterm engagement.
Land of Me

www.ht2.co.uk
An example from fitness - Nike+

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Examples in learning¡­

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Nudge
? We¡¯re trying to encourage people to do
more of the things we want them to do.
? This might be common sense but we
don¡¯t do enough of it in learning.
? Gamification gives us a chance to shape
behaviour more directly, and use a
playful language to do it.

www.ht2.co.uk
How can I Gamify?
See the Octalysis
Framework:
http://www.yukaichou.com/ga
mification-examples/octalysiscomplete-gamificationframework

www.ht2.co.uk
Case Study Example
Goal:
Improve participation in a social learning experience

Techniques:
XP for levels and progress
Badges for reputation
Leaderboards for competition
Game-like interface

www.ht2.co.uk
www.ht2.co.uk
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www.ht2.co.uk
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www.ht2.co.uk
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www.ht2.co.uk
Does it work?
? Increases Participation in Social Learning
? Points Correlate with Outcomes
? Highlights ¡®Unengaged¡¯ Learners
? In one example, the whole class average is 10% above the norm.

www.ht2.co.uk
Gamify everything!

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Maybe don¡¯t¡­

Useful ¨C
22%

3000+ comments and
contributions; how many

really added to the learning
environment?
Useless ¨C
78%

www.ht2.co.uk
There¡¯s a sweet spot

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Human

vs.

Levels
3&4
35%

Gamification
Levels
3&4
36%
Levels
1&2
64%

Levels
1&2
65%
Kanuka (2007)

Betts et al. (2013)

www.ht2.co.uk
3 tips¡­
1. Know your audience, your objective and look to shape specific behaviours
1. Measure the outcomes carefully

2. Consider gamefulness as well as gamification; it¡¯s not all about PLB.

Also consider alternatives to Gamification¡­

www.ht2.co.uk
Serious Games
? Embody multiple mechanics, a
well-defined space and a
compelling story.

? Go way beyond feedback.
? Can be expensive and time
consuming to develop.

www.ht2.co.uk
COTS and ARGs¡­
? Commercial Off-The-Shelf games
(COTS) can be used in learning
contexts.
? Alternate Reality Games (ARGs)
use the Internet as a platform to
create a fictional narrative that
players can interact.

www.ht2.co.uk
Join our MOOCs
Gamification for Learning:
http://www.curatr3.com/massive-open-online-courses/
Want to know more?
Try this book ?
Want to heckle me?
Ben Betts
ben@ht2.co.uk
Twitter: @bbetts

www.ht2.co.uk

More Related Content

The Truth about Gamification in Learning

  • 1. The Truth about Gamification And the use of game-like technologies in online learning Dr Ben Betts CEO, HT2 www.ht2.co.uk
  • 2. Gamification ? Applying game-like mechanics or feedback to non-game situations. ? Often manifests itself as points, levels and badges (PLB), based on users performing certain actions. ? Often encourages competition where little existed previously. www.ht2.co.uk
  • 3. Gamefulness ? Uses the language and aesthetics of games to encourage a more ¡®playful¡¯ approach. ? May also involve emotional buy-in through stories and characters. ? Looking to create meaningful experiences, more so than shortterm engagement. Land of Me www.ht2.co.uk
  • 4. An example from fitness - Nike+ www.ht2.co.uk
  • 6. Nudge ? We¡¯re trying to encourage people to do more of the things we want them to do. ? This might be common sense but we don¡¯t do enough of it in learning. ? Gamification gives us a chance to shape behaviour more directly, and use a playful language to do it. www.ht2.co.uk
  • 7. How can I Gamify? See the Octalysis Framework: http://www.yukaichou.com/ga mification-examples/octalysiscomplete-gamificationframework www.ht2.co.uk
  • 8. Case Study Example Goal: Improve participation in a social learning experience Techniques: XP for levels and progress Badges for reputation Leaderboards for competition Game-like interface www.ht2.co.uk
  • 16. Does it work? ? Increases Participation in Social Learning ? Points Correlate with Outcomes ? Highlights ¡®Unengaged¡¯ Learners ? In one example, the whole class average is 10% above the norm. www.ht2.co.uk
  • 18. Maybe don¡¯t¡­ Useful ¨C 22% 3000+ comments and contributions; how many really added to the learning environment? Useless ¨C 78% www.ht2.co.uk
  • 19. There¡¯s a sweet spot www.ht2.co.uk
  • 21. 3 tips¡­ 1. Know your audience, your objective and look to shape specific behaviours 1. Measure the outcomes carefully 2. Consider gamefulness as well as gamification; it¡¯s not all about PLB. Also consider alternatives to Gamification¡­ www.ht2.co.uk
  • 22. Serious Games ? Embody multiple mechanics, a well-defined space and a compelling story. ? Go way beyond feedback. ? Can be expensive and time consuming to develop. www.ht2.co.uk
  • 23. COTS and ARGs¡­ ? Commercial Off-The-Shelf games (COTS) can be used in learning contexts. ? Alternate Reality Games (ARGs) use the Internet as a platform to create a fictional narrative that players can interact. www.ht2.co.uk
  • 24. Join our MOOCs Gamification for Learning: http://www.curatr3.com/massive-open-online-courses/ Want to know more? Try this book ? Want to heckle me? Ben Betts ben@ht2.co.uk Twitter: @bbetts www.ht2.co.uk

Editor's Notes