Reading: Muntean, C. I., Raising Engagement in E-learning Through Gamification

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).

 

 

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