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gamification COMPONENTS

A selection of internal and external motivators used in games, and other components used in gaming education.

Rewards

Target
Objectives

Rewards can manifest itself to students and players in a variety of ways. Badges, achievements, experience points, and even items on certain task completions. With this, players get a feeling of accomplishment and receive type of immediate feedback that induces positive emotions that motivate students to want to progress and master content. However, players are also expected to fail and are also expected to feel anxiety, Gee (2010) liked to call these moments pleasantly frustrating. With each failure, players learn from their mistakes and with each mistake, players gradually master to content that their own pace. As players obtain more and more rewards in any shape or form, new game mechanics and higher complexity present themselves as new challenging hurdles. As players progress through the game and overcome these increasingly difficult obstacles, rewards have a profound effect on players social status and this increase in social status promotes a scenario where they are always being motivated to move to the next level.

For more information, see Domínguez, Adrián et al. (2013) Gamifying learning experiences: Practical implications and outcomes
Games provide a relatively safe environment that allows for the experimentation and exploration of any subject. Due to this safe environment of players experiencing less anxiety and lower affective filers, acquisition of knowledge can better be facilitated (Krashen, 1982). With this in mind, videogames can be viewed as an ideal learning environment because failures within the virtual world have little negative consequences or impact in the real world. Without these social inhibitors, players are free to practice, try new things, make mistakes, and remedy mistakes.


For more information, see Hitosugi et al. Digital game–based learning (DGBL) in the L2 classroom: The impact of the UN’s off-the-shelf videogame, Food Force, on learner affect and vocabulary retention
Games with a central theme can be introduced to students as a gateway into another world allowing for exploration and interaction. Historical game such as Civilization series exposes players to major historical figures, re-enactments of key battles, roleplays, and negotiations. Findings have shown that this type of media has the ability to engage students that exceeds traditional teaching methods and is an effective tool for developing content knowledge and increasing retention.  


For more information, see Steinkuehler & Squire. Videogames and Learning
It has been found that providing students with choice can increase self-efficacy, enjoyment, intrinsic motivation, control, and task persistence. Games can be viewed as systems where meaning only emerges from the experiences of the players as they make choices within a game. It could be possible that opportunities to exercise control may be required to foster self0efficacy beliefs. With opportunities for choice, players can adapt the in game character to better reflect their own beliefs projecting their real life self into their virtual avatar creating a much more immersive world. Which choice, plays will also be able to see the outcomes of their own choice and how it affects the world and characters that exist within the game. Choice can also give players a chance to experience the world in someone else’s shoes gaining insight of different perspectives and being able to weigh these views against their own beliefs.


For more information, see Turkay et al. (2015) Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms

Thematic
Content

Choice 

In World of Warcraft, players take on the role of heroes, choosing characters such as elves, dwarves and orcs, as they fight against enemies, forge alliances through guilds to coordinate attacks, and foray throughout the world of Azeroth. The players advance to higher levels by earning experience points by killing monsters, exploring new places and completing quests. Adopting this popular MMORPG in the “World of Classroom”, instead of earning grades, students earn experience points. Instead of doing assignments, they go on quests. Instead of using paper, they use Moodle. The students move at their own pace through the learning modules, and each student's experience points overall and by assignment are recorded and used for assessment.
MinecraftEdu is “a school-ready remix of the original smash hit game Minecraft” (MinecraftEdu, 2015). Minecraft Education Edition - Bring Minecraft to the Classroom! MinecraftEdu has a simple goal– students create structures in a 3D environment (think of it as virtual Lego). Minecraft differs from other video games not only in its simple, pixilated appearance (the graphics are not particularly flashy), but because the objective is to design and construct things, rather than destroy things. What makes Minecraft particularly suited to educational use is its open environment – it’s a “sandbox” or “free-roam” game. It can be used as a tool to engage and teach numerous skills, including building, designing, communicating and programming, and across a range of subjects, such as history (The Seven Wonders of the Ancient World - recreating in Minecraft), math, biology and physics. The (Minecraft) sky’s the limit!
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.

Experience Points

Target Objectives

Randomness

Economics 

The use of 3-D virtual worlds in education has increased in recent years. In particular, the virtual world of Second Life, which launched in 2003, has increasingly been used by educators to teach students, conduct class, and to explore the unique opportunities virtual worlds may present for teaching and learning.Second Life is an online, three-dimensional virtual environment in which users take on the form of an avatar, a representation of the user, and then interact with other users in the synthetic environment. Users are encouraged to truly live a second life by purchasing clothing, constructing buildings and other items such as cars and landscape, and by meeting and visiting new people. Second Life is not a game; there are no objectives to achieve or levels to complete. Instead, it is a virtual world accessible through the Internet which presents a 3D, virtual platform in which individuals and groups can meet to create and collaborate.  Educators have been drawn to 3D virtual worlds for a number of reasons. As 3D immersive worlds provide opportunities for synchronous communication and collaboration, a prevailing reason to investigate 3D worlds is their use as a tool for distance learning. Educators are also looking to virtual worlds for their potential to foster experiential and constructivist learning. Constructivist learning holds that knowledge is constructed by learners rather than transmitted and that discussion encourages negotiation and collaboration among learners. Research indicated that 3D virtual environments could potentially provide safe environments whereby students could learn by doing.

Timed Events

Rewards

Thematic Content

About US

Click on our photos to see more information about each of us.

Ashley's story

Did you know, other than primates, sea otters are one of the few animals that know how to use tools?  We as educators should follow suit and use the tools offered to us. Technology is quickly becoming the most easily accessible tool and it needs to be used. As a first year Med in Learning Design and Technology student, I want to learn and access technology tools in order to better my teaching practice and increase engagement and learning for students.

My Skills

 Schoology                                                                                                                 100%
Google Classroom                                                                 80%
Mornings Without Coffee                               70%
Educational Theory                                                                        85%

My Hobbies

Running

Pinterest

Hiking

Other Info

Aloha! My name is Ashley Callahan. I have 6+ years as an educator in title one intermediate schools. I have taught 6th grade Science, 8th grade Science, AVID elective and STEM elective. Currently, at the University of Hawai’I at Manoa working towards a MEd in Learning Design and Technology in hopes to become an instructional coach or curriculum coordinator. 
My educational theory is that all students can and should be brought up to become self-sufficient 21st century learners, in hopes that they will in turn become productive members of a technology based society.

Matthew's story

In a world where technology and education have collided. Where learning has become digitized. One man must bring order to the chaos. He will embark on the journey of Graduate Student at University of Hawaii at Manoa, and a hero will rise with a MEd in Learning Design and Technology... Things are about to get interesting…

My Skills

 Communication                                                                                                     100%
Photoshop                                                                                   80%
‍TEDtalks                                                                  70%
Epistemology                                                                                     85%

My Hobbies

Photography

Cosmology

Mind Maps

Other Info

A collection of TEDtalks which have been organized by theme

Jared's story

I was born and raised in Honolulu, Hawai`i and graduated with my BA in Second Language Studies from University of Hawai`i at Manoa in Spring 2015. There I learned about different aspects of language learning ranging from pedagogy, testing, lesson planning, and also best practices. I had also studied Japanese for several years and was fortunate to be able to visit Japan on government grants with the purpose of cultural exchange. Although I was interested in language, I felt there was something missing. I wanted to bring my interests in games and technology into the classroom and that eventually led me to apply to the Learning Design and Technology master’s program.

My Skills

Building Computers                                                                                          100%
H.P. Lovecraft                                                                       80%
Language learning                                              70%
ARIS mobile games                                                                    85%

My Hobbies

Baseball

Video Games

Dungeons and Dragons

Other Info

My ePortfolio: http://jtomei.wix.com/qwerty

My ePortfolio contains a more detailed description of myself, my current CV, sample lesson plans for
English language learning, and my current research projects.

example Products

A selection of games used in education

Guide students on a learning quest

Create structures in a 3D environment

In World of Warcraft, players take on the role of heroes, choosing characters such as elves, dwarves and orcs, as they fight against enemies, forge alliances through guilds to coordinate attacks, and foray throughout the world of Azeroth. The players advance to higher levels by earning experience points by killing monsters, exploring new places and completing quests. Adopting this popular MMORPG in the “World of Classroom”, instead of earning grades, students earn experience points. Instead of doing assignments, they go on quests. Instead of using paper, they use Moodle. The students move at their own pace through the learning modules, and each student's experience points overall and by assignment are recorded and used for assessment.
MinecraftEdu is “a school-ready remix of the original smash hit game Minecraft” (MinecraftEdu, 2015). Minecraft Education Edition - Bring Minecraft to the Classroom! MinecraftEdu has a simple goal– students create structures in a 3D environment (think of it as virtual Lego). Minecraft differs from other video games not only in its simple, pixilated appearance (the graphics are not particularly flashy), but because the objective is to design and construct things, rather than destroy things. What makes Minecraft particularly suited to educational use is its open environment – it’s a “sandbox” or “free-roam” game. It can be used as a tool to engage and teach numerous skills, including building, designing, communicating and programming, and across a range of subjects, such as history (The Seven Wonders of the Ancient World - recreating in Minecraft), math, biology and physics. The (Minecraft) sky’s the limit!
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.
The use of 3-D virtual worlds in education has increased in recent years. In particular, the virtual world of Second Life, which launched in 2003, has increasingly been used by educators to teach students, conduct class, and to explore the unique opportunities virtual worlds may present for teaching and learning.Second Life is an online, three-dimensional virtual environment in which users take on the form of an avatar, a representation of the user, and then interact with other users in the synthetic environment. Users are encouraged to truly live a second life by purchasing clothing, constructing buildings and other items such as cars and landscape, and by meeting and visiting new people. Second Life is not a game; there are no objectives to achieve or levels to complete. Instead, it is a virtual world accessible through the Internet which presents a 3D, virtual platform in which individuals and groups can meet to create and collaborate.  Educators have been drawn to 3D virtual worlds for a number of reasons. As 3D immersive worlds provide opportunities for synchronous communication and collaboration, a prevailing reason to investigate 3D worlds is their use as a tool for distance learning. Educators are also looking to virtual worlds for their potential to foster experiential and constructivist learning. Constructivist learning holds that knowledge is constructed by learners rather than transmitted and that discussion encourages negotiation and collaboration among learners. Research indicated that 3D virtual environments could potentially provide safe environments whereby students could learn by doing.
Class Dojo is an online classroom-management platform that helps teachers record and track their students' behaviors in real time while also giving students instant feedback. With one touch of a smartphone or computer button, teachers can instantly award (or take away) points and badges based on student’s behavior or participation; it gives students and parents access to a profile page that is updated in real-time to display how the student is doing in class, and what badges/points she/he earned in class (e.g., for helping other students, for showing great creativity). During class, Class Dojo’s reward system provides instant visual notifications for students to see (‘Well done Ash! +1 for helping others!’). This tool is based on a whole host of game mechanics: think level-ups, badges and achievements to unlock, in-classroom games, avatars (cute and customizable!) and leaderboards. These “game-like” notifications make students aware of their achievement, recognize the correct choices they made, and reinforce their understanding of the behaviors/skills necessary to succeed in class. The neurological response that a student gets from successfully meeting challenges in class, makes it all the more likely that he will develop the intrinsic motivation to persevere in future situations.

‍Transform any classroom into a role-playing game

Meet online for 
virtual classes 

In World of Warcraft, players take on the role of heroes, choosing characters such as elves, dwarves and orcs, as they fight against enemies, forge alliances through guilds to coordinate attacks, and foray throughout the world of Azeroth. The players advance to higher levels by earning experience points by killing monsters, exploring new places and completing quests. Adopting this popular MMORPG in the “World of Classroom”, instead of earning grades, students earn experience points. Instead of doing assignments, they go on quests. Instead of using paper, they use Moodle. The students move at their own pace through the learning modules, and each student's experience points overall and by assignment are recorded and used for assessment.
MinecraftEdu is “a school-ready remix of the original smash hit game Minecraft” (MinecraftEdu, 2015). Minecraft Education Edition - Bring Minecraft to the Classroom! MinecraftEdu has a simple goal– students create structures in a 3D environment (think of it as virtual Lego). Minecraft differs from other video games not only in its simple, pixilated appearance (the graphics are not particularly flashy), but because the objective is to design and construct things, rather than destroy things. What makes Minecraft particularly suited to educational use is its open environment – it’s a “sandbox” or “free-roam” game. It can be used as a tool to engage and teach numerous skills, including building, designing, communicating and programming, and across a range of subjects, such as history (The Seven Wonders of the Ancient World - recreating in Minecraft), math, biology and physics. The (Minecraft) sky’s the limit!
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.

Track and manage
 behavior

Meet online for 
virtual classes 

In World of Warcraft, players take on the role of heroes, choosing characters such as elves, dwarves and orcs, as they fight against enemies, forge alliances through guilds to coordinate attacks, and foray throughout the world of Azeroth. The players advance to higher levels by earning experience points by killing monsters, exploring new places and completing quests. Adopting this popular MMORPG in the “World of Classroom”, instead of earning grades, students earn experience points. Instead of doing assignments, they go on quests. Instead of using paper, they use Moodle. The students move at their own pace through the learning modules, and each student's experience points overall and by assignment are recorded and used for assessment.
MinecraftEdu is “a school-ready remix of the original smash hit game Minecraft” (MinecraftEdu, 2015). Minecraft Education Edition - Bring Minecraft to the Classroom! MinecraftEdu has a simple goal– students create structures in a 3D environment (think of it as virtual Lego). Minecraft differs from other video games not only in its simple, pixilated appearance (the graphics are not particularly flashy), but because the objective is to design and construct things, rather than destroy things. What makes Minecraft particularly suited to educational use is its open environment – it’s a “sandbox” or “free-roam” game. It can be used as a tool to engage and teach numerous skills, including building, designing, communicating and programming, and across a range of subjects, such as history (The Seven Wonders of the Ancient World - recreating in Minecraft), math, biology and physics. The (Minecraft) sky’s the limit!
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.
Classcraft is an online role-playing game that transforms any classroom into a role-playing game (gamification of a classroom).  Students pick a 'role' or 'class'  from one of three choices - Warriors, Mages and Healers, and they level up through good classroom behavior. As they level up they gain awesome powers like being able to eat in class, leaving the classroom for two minutes and bring notes during an exam. This can be customized by the teacher, however the end goal is that through the game play the students can gain these abilities that normally they wouldn’t be allowed to get in real life. Therefore they become “superheroes in real life”. The flip side to this is that students can lose points and “die” in the game if they do poorly or disrupt the class, which translate to horribly consequences such as Saturday morning detention. These powers are not gained or lost individually, but as a team, meaning that misbehaving kids hurt the whole group. Students have to work as a team and their teammates must help and heal each other, thereby learning teamwork while getting good grades etc.

Our Sources

A review of our sources and annotations using PowToon

Click on the tabs below to see a short animation explaining the publication.

Delwiche A.

Massively Multiplayer Online Games (MMOs) in the New Media Classroom

Transcript
The author, Aaron Delwiche, of the Department of Communication, Trinity University, discusses the findings of two MMO-based-courses. The MMO Everquest was used to teach the basics of research methods to undergraduate communication students. The MMO Second Life was used in teaching the fundamentals of video-game design and criticism. A brief overview of computers, gaming, and gaming in the classroom is provided, and while dated 2006, the advancements in technology mentioned which have allowed for the convergence of technologies, and are still relevant. While a formal and detailed classification of student data is not included, the combination of comments from student weblogs and follow-up surveys was used to support Delwiche's key findings: game accessibility is crucial to learning, students preferred to play the game with others, and MMOs are safe learning environments. Using the outcomes reported by students that they learned something and also that quality research was produced, the author makes recommendations for teachers wanting to introduce gamification into their courses: warn students of potential for addiction to gaming, find the right game for your course by surveying the potential options, and learning objectives should be clear and concise from the start, and throughout the course. Some of the suggestions made seem to be particularly directed to courses specifically based on gaming, while others would work for any course.

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Reinhardt, J. and Sykes, J.

Digital Game and Play Activity in L2  Teaching and Learning

Transcript
This literature commentary interestingly brought fore and distilled the important findings of several prominent articles from the digital game in second language (L2) learning field into one simple graphical representations. These studies are clearly organized into three different categories of second language teaching and learning research (L2TL), including: game-enhanced, game-based, and game-informed.  Game-enhanced research examines how “vernacular, off the-shelf games (designed for entertainment)” are selected and utilized for the purpose of language acquisition.  Game-based research focuses on “the use of educational or learning-purposed games (i.e. synthetic immersive environments). Game-informed research involves the study of game and play principles “outside the confines of what one might typically consider a game”. An example of this would be ‘gamification’, where students gain ‘experience points’ and ‘level-up’ instead of receiving a letter grade in order to motivate, increase participation and change learner behavior. Each research areas highlighted in this commentary signifies the complexity and diversity of digital game applied in L2TL, where the authors encourages further exploration and research in these key area. Though no new ideas were presented, the commentary provides a useful summary and a good source of broad background for those who wish to explore the many topics surrounding gaming and L2TL.

Link to article

Bierre K.

Implementing a Game Design Course as a Multiplayer Game

Transcript
In this article Bierre designed his game design course as a type of multilayer game where students could choose their class (ie. mage, warrior, healer), each would specialize in certain tasks (ie warrior being tech lead), choose guilds, and also earn experience points when they would complete assignments. Although the class was successful in meeting its SLO's, parts of the course design could use refinement. Students in the course felt it was hard to keep track of their grades because there was no benchmark or checkpoints throughout the quarter to tell them where they should expect to be at. The final project was also worth a fourth of their total grade and failing on that assignment would drop your A to a D. At the end of the course, students request they get "power ups" allowing them use and raise a grade on a low grade assignment. Students also wanted achievements, badges, and leaderboards to align better with gamification ideas. 

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Dominguez et al

Gamifying Learning Experiences: Practical Implications & Outcomes

Transcript
In the article by Domínguez et al., a group of researchers put into play an actual online gamification program. Taking real online material they designed a course with what they found in their research to be key components to a successful gamification experience. Their design included trophies and medals for rewards and a leader board for competition among other components. Domínguez et al. used research from multiple sources as a basis for which components would be included in their gamification environment which adds to the credibility of the choices made. This article was also of quality due to the fact there was a completion of a full scientific investigation including a control group and two experimental groups. It was stated in the article that the idea of gamification in the education, where not new, has not been widely researched on an empirical level. This leads to the belief that article is of value due to its rare nature in the field. They also included an abundance of quantitative data from their experiment that also included room for error. Overall, the article and research gave a collection of viable ways gamification could be incorporated into online learning settings.

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