You may find the link for the Eduhub webinar: Tourney and How to Gamify University with Design and Technology project (June 26th, 2014). Safak Korkut and Janine Jaeger presented to the participants the review and the preview of the Tourney project (Simulated Reality: Games in the University Context).
As project team, we are sending special thanks to Nathalie Roth, Switch Interact for her support and webinar invitation to a great Eduhub community for new learning technologies at Swiss Higher Education Institutions. www.eduhub.ch
How to gamify learning with design and technology? At the University of Applied Sciences and Arts Northwestern Switzerland (FHNW), we developed a “content-independent gaming platform” as a result of an interdisciplinary strategic initiative: simulated reality. In close collaboration of researchers from FHNW in the schools of business, technics, design, applied psychology and pedagogy, we created a flexible and versatile tool-kit, a learning game platform, that can be customized by teachers and students. It has a visually sophisticated and responsive design, which enables the users and players to access the platform by using any type of device.
During this webinar, we will share our experience and knowledge with the eduhub community in an interactive presentation. We will introduce key concepts on game theory and how we applied them to our project. We will play a level in Tourney and discuss the future milestones for the project.
- Presenters: Safak Korkut, FHNW
- Moderator: Nathalie Roth, SWITCH
- Date: Thursday, June 26, 2014
- Time: 11h00 – 12h00
- Place: online with SWITCHinteract
Please register here for this webinar:
Martina Dalla Vecchia (Lecturer at School of Business FHNW and head of CAS Social Media, Conversion Management & Webanalyse) organizes the XING-MittagXperten on April 24th, 2014 and hosts Safak Korkut on the topic „Games and Gamification“ in a scenic lunch in Restaurant Rhypark, Basel.
There are still places left in the event. For more information please visit the dedicated page on XING.
The game industry has already overcome the Hollywood’s most expensive productions. In November 2013, one retail game sold $1 billion worth of copies all around the world in one single day; a number that no Hollywood production ever came closer. While the industry is growing and players are getting more and more addicted, the side effects are also started to come to the surface in various sectors outside of the game world: a trend that many enterprises want to jump in, but most don’t know how to do. This presentation will focus not only on the ideas and applications of gamification, but also will show insights from FHNW’s gamified learning project: Tourney.
According to Karl Kapp,
Gamified Learning is the use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior.
Game-based Learning is the use of a game to teach knowledge, skills & abilities to learners using a self-contained space.
Simulation Learning is a realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions.
Watch the promotional video, tourney. A project from FHNW.
I have been following Zac Fitz-Walter’s Gamification Weekly Newsletter for a long time by now. Zac is a researcher in Brisbane, Australia and finishing his PhD in Gamificaiton. He collects very interesting updates from all around the internet, also attaches curious case studies or research papers, and in the end he packs it every Friday and sends to your mailbox.
I would highly recommend it to all the people who are interested in games and gamification.
Abstract – In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The study was five years long, where the first three were non-gamified years, and the last two regarded two successive experiments of our gamified approach. To assess how gamification impacted the learning experience, we compared data from both gamified and non-gamified years, using different performance measures. Results show significant improvements in terms of attention to reference materials, online participation and proactivity. They also suggest that our approach can reduce grade discrepancies among students and help them score better. Modelling course activities with game challenges and properly distributing those over the term seem to enhance this effect.
Keywords – Gamification; Education; Evaluation; Student Participation; Virtual Learning Environments
Improving Participation and Learning with Gamification (Full Paper in PDF format)
Abstract– Well-designed games are good motivators by nature, as they imbue players with clear goals and a sense of reward and fulfillment, thus encouraging them to persist and endure in their quests. Recently, this motivational power has started to be applied to non-game contexts, a practice known as Gamification. This adds gaming elements to non-game processes, motivating users to adopt new behaviors, such as improving their physical condition, working more, or learning something new. This paper describes an experiment in which game-like elements were used to improve the delivery of a Master’s level College course, including scoring, levels, leaderboards, challenges and badges. To assess how gamification impacted the learning experience, we compare the gamified course to its non-gamified version from the previous year, using different performance measures. We also assessed student satisfaction as compared to other regular courses in the same academic context. Results were very encouraging, showing significant increases ranging from lecture attendance to online participation, proactive behaviors and perusing the course reference materials. Moreover, students considered the gamified instance to be more motivating, interesting and easier to learn as compared to other courses. We finalize by discussing the implications of these results on the design of future gamified learning experiences.
Keywords—Gamification; Education; Student participation; Classroom learning; Evaluation
Engaging Engineering Students with Gamification (Full Paper in PDF format)
1. Know who’s playing — design for their social style
2. Build Positive Emotions (PERMA) into your core activity loop
3. Build a system that’s easy to learn and hard to master
4. Design for Onboarding (Tutorial), Habit-Building (Grind), and Mastery (Elder Game)
5. Use Progress Mechanics to “light the way” towards learning and mastery
6. As players progress, unlock greater challenges and complexity
7. Deliver intrinsic motivations like Power, Autonomy and Belonging