Gamification in Language Learning
Agnieszka cieszka
Gamification
the use of game elements and game design techniques in non-game contexts
Snap!
In every job that must be done, there is an element of fun. You find the fun and snap! - the job is done.
Agenda
game
game elements
game design application application in language teaching and learning
What is a game?
Roger Caillois: Man, Play and Games :
paidia (uncontrolled fantasy)
ludus (rules, skills, challenge)
J. Huizingas: Homo Ludens (games and play are essential to what makes us human)
magic circle concept (soccer field, iPad screen)
What is a game?
A game is a closed, formal system that engages players in a structural conflict, and resolves in an unequal outcome T.Fullerton
A game is a series of meaningful choices Sid Meier A game is a problem solving activity, approached with a playful attitude J.Schnell
What is a game?
voluntary (whoever must play cannot play)
learning or problem solving
balance of structure and exploration
objectives
constrictive rules (no fun when everything is allowed)
wish to voluntarily overcome obstacles
Back to Gamification
Pre-digital era
Real world examples monthly sales competition frequent flayer program tiers Weight Watchers free coffee after ten purchases platinum credit card Game concept challenge levels team reward badge
*gamifiation - applying that design in a systematic way with the power of digital technologies
Farmville Screen
Gamification is not
making everything a game
immersion in 3D virtual world
simulation just for marketing or customer engagement just PBLs (points, badges, leaderboards)
exploring chilling teamwork recognition triumphing collecting surprise imagination Perfect educational framework ! sharing
Fun
Game elements
Dynamics
Mechanics
Components
Dynamics
Constraints
Emotions
Narrative Progression Relationships
Challenges
Mechanics Chance (luck, lottery)
Competition Cooperation Feedback Resource Acquisition Rewards Transactions Turns
Avatars Badges Boss fight Collections Combat Content unlocking Gifting Leaderboards Levels Points
Components
Reward Structures
tangible/ intangible contingency:
expected/unexpected
competitive/non-competitive certain/uncertain
task non-contingent: for doing nothing engagement contingent: starting the task (no assessment) completion contingent: finishing the task (no assessment) performance contingent: doing well (assesment)
schedule:
continuous fixed ratio: every n number of times fixed interval: every n units of time variable
Rewards and Motivation
(!) Rewards can demotivate (!!) Rewards can out crowd intrinsic motivation
Motivation (in games)
intrinsic/extrinsic Extrinsic in games/gamification:
SAPS
Status (low-cost)
Access
Power
Stuff (costly)
Game design
1. Design (business objectives) 2. Delineate target behaviors 3. Describe your players 4. Devise activity loops 5. Dont forget the fun! 6. Deploy the appropriate tools
Players
acting
killers/ healers
achievers
players
world
socializers
explorers
interacting
Players
acting
express
compete
content
players
explore
collaborate
interacting
Player behavior
Express: build, design, create, publish, purchase, choose,decorate, customize Explore: view, collect, rate, vote, curate, review Collaborate: comment, like, greet, share, help, give Compete: win, challenge, show off, compose, taunt
Applicable in the classroom ?
Activity loops
Engagement loop: micro level
Activity loops
Progression loop: macro level
Applications
Applications
Application in language teaching & learning
Both school and work can be viewed as a sequence of challenges, quests and levels, with a badge awarded in the end in the form of a diploma, a job promotion to the next title, the status of valedictorian, or a year-end financial bonus.
http://www.deloitte.com/view/en_US/us/Insights/Browse-by-Content-Type/deloitte-review/c7cee86d96498310VgnVCM1000001956f00aRCRD.htm
duolingo.com
You task. Request ?
Does this concept sound appealing to you? Why yes/ not? Would it be appealing for kids/teens/gamers? Try to come up with ideas for badges?
Sources
1. Tekinba, Katie Salen., and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT, 2003. Print. 2. Rollings, Andrew, and Dave Morris. Game Architecture and Design. Indianapolis, IN: New Riders, 2004. Print. 3. Werbach, Kevin, and Dan Hunter. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital, 2012. Print. 4. Caillois, Roger. Man, Play, and Games. New York: Free of Glencoe, 1961. Print. 5. Fullerton, Tracy, Christopher Swain, and Steven Hoffman. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Amsterdam: Elsevier Morgan Kaufmann, 2008. Print. 6. Schell, Jesse. The Art of Game Design: A Book of Lenses. Amsterdam: Elsevier/Morgan Kaufmann, 2008. Print. 7. Tkaczyk, Pawe. Grywalizacja: Jak Zastosowa Mechanizmy Gier W Dziaaniach Marketingowych . Gliwice: HELION, 2012. Print. 8. Zichermann, Gabe, and Christopher Cunningham. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA: O'Reilly Media, 2011. Print. 9. Deterding, Sebastian (28 September 2010). "Just Add Points? What UX Can (and Cannot) Learn From Games" . UX Camp Europe. 10. McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin, 2011. Print.