The 6th International Conference on Virtual Learning ICVL 2011
Main points:
- Gamification is the use of game-play mechanics for non-game applications. Theoretically anything can be gamified.
- G’s main goal is to increase user’s (learner’s) engagement
- Gaming elements are already present in some applications
- There is little research regarding the usefulness of G in education
Issues to be improved in “normal” e-learning process:
- E-learning cannot transmit emotion as a teacher would. Thus the e-material has to compensate it by other means
- Motivation, ability, trigger (Fogg’s Behavior Model)
Dangers:
- Students may learn to learn only when provided with an extrinsic motivator (Pavlov ?? 😛 )
How to gamify an e-learning app?
Who is the subject? (type of personality and context of learning: how much information is expected to come through the e-course – 0-100% – and the rest comes from direct contact with humans). Some elements to use (some work better for one subject :
- Uncover content progressively (in the case of linear material)
- Focus on exercises, offering extra points for solving the odd theory problem
- Any student need an account, personal profile with avatar etc
- The course should be organized into smallest coherent units of content
- At the end of each chapter the student gets to the next level and the rest of community should know about it (leaderboard, top scores)
- Constant feedback (progression bars)
- Support periodical learning by deadlines or virtual appointments
- System should be as social as possible
- Special bonuses for complex or extra tasks
- Compensation for proper behavior and social engagement not only academic achievements
- Possibility to convert points into something else (virtual goods, even reduction of tuition fee)
- After advancing a level, student should be informed what happens next
Conclusions
Gamification is not creating a game. It helps to motivate and engage students. Engagement can be measured (how many visited pages, time spent on site, frequency of visit). G offers proper tools to generate positive change in behavior according to Fogg (A behavior model for persuasive design: using computers to change what we think and do. Ibiquity 2002, Dec).