Escolar Documentos
Profissional Documentos
Cultura Documentos
Gamification
Karen Fletcher
Maryville University
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New
York, NY: The Penguin Press.
To mastery
Gladwells Outliers
Formal instruction
in school grades 3
through 12
997 hours per year
National Center for
Education Statistics
10,000 hours. . .
National Center for Education Statistics (2013). Education indicators: An international
perspecitive. Retrieved from http://nces.ed.gov/pubs/eiip/eiipid24.asp
Gamification engages
users and changes
behavior with the best
ideas from games, loyalty
programs and behavioral
economics
- Gabe Zichermann
Zichermann, G. (2013, February 5). Gamification of marketing webinar [Video file]. Retrieved from
http://youtu.be/vfu6sUwSdtg
Daniel Pink
1. Competence
2. Autonomy
3. Relatedness
1. Autonomy
2. Mastery
3. Purpose
Big Picture
Grammar:
Narrative,
Achievements,
Progression,Avatars,
Badges,
Collections,
Relationships
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Werbach, K. (2013, April). The pyramid of elements [Lecture 4.2]. Coursera. Retrieved from https://class.coursera.org/gamification-002/lecture/41
Big Picture
Grammar:
Narrative,
Progression,
Relationships
Dynamics
Narrative
University
Seminar
Community
Communication
Critical Thinking
Create better
critical thinkers
while studying
games and
gamification
Progression
Level up:
XP: eXperience
Points
Quests
Titles
Relationships
Freshman
class of 21
students
Guilds of 3
Peer mentor
Professor
Challenges
Class projects, discussions, and assignments
Cooperation
Challenges,
Cooperation,
Feedback,
Rewards
Feedback
From instructor, peer mentor, peers and from group project recipients
Rewards
Grades, badges, profile, praise from group project recipients
Mechanics
XP (eXperience Points):
Discussion forum statistics,
attendance in class and
events, completion of quests
PBLs: Points,
Badges,
Leaderboards
Components and
Learning Environment
Achievements, Avatars,
Badges, Collections,
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Achievements, Avatars,
Badges, Collections,
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Checklists/Challenge
s, Restrictions,
Quizzes/Apply for
Badges,
Intelligent Agents
Components and
Learning Environment
Checklist/
Quest
Achievements, Avatars,
Badges, Collections,
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Quiz/
Application
Checklists/Challenge
s, Restrictions,
Quizzes/Apply for
Badges,
Intelligent Agents
Components and
Learning Environment
Achievements, Avatars,
Badges, Collections,
Content Unlocking,
Leaderboards, Levels,
Points, Quests, Social
Graph, Teams
Checklists/Challenge
s, Restrictions,
Quizzes/Apply for
Badges,
Intelligent Agents
Components and
Learning Environment
Unlocking/
Restriction on
Completion
Achievements,
Avatars, Badges,
Collections, Content
Unlocking,
Leaderboards,
Levels, Points,
Quests, Social Graph,
Teams
Unlocking/
Checklists/Challenge
s, Restrictions,
Quizzes/Apply for
Badges,
Intelligent Agents
Components and
Learning Environment
Restriction on
Time
Achievements,
Avatars, Badges,
Collections, Content
Unlocking,
Leaderboards,
Levels, Points,
Quests, Social Graph,
Teams
Master
Titles based on
number of experience
points
Knight
Padawan
Youngling
Components and
Learning Environment
Taken from Star Wars
Achievements,
Avatars, Badges,
Collections, Content
Unlocking,
Leaderboards,
Levels, Points,
Quests, Social Graph,
Teams
Engagement
Intrinsic Motivation
Social
Motivation
Engagement
Perceived Benefits
Positively
Changing
Behavior
Assistant Professor
John E. Simon School of
Business
Maryville University
650 Maryville University Drive
St. Louis, MO 63141
(o) 314.529.9691
kfletcher@maryville.edu
www.maryville.edu
Karen Fletcher