When considering which elements to use in gamification it is
important to keep in mind what you are aiming to achieve. Different game
elements have different outcomes such as increasing focus, perspective,
difficulty, and cooperation. Below I have taken a list of elements that can be
picked from when gamifying a lesson plan.
“Here are some elements of gamification that drive learner
motivation and engagement. Determine which one or combination of the elements
makes the most sense for your gamification effort” (Kapp, 2014)
Element
|
Description
|
Considerations
|
Goals, Rules, and Objectives
|
Goals adds purpose, focus,
and measurable outcomes.
A goal also helps learners to measure their achievements and progress
Rules are a necessary part
of any gamified situation. Rules help ensure that goals are obtained fairly
using the proper parameters as defined by you.
Objectives differ from
goals. Goals can be abstract and pertain to any number of elements.
Objectives on the other hand are what the learner aims to achieve as a result
of the lesson
|
|
Conflict, Cooperation, and
Competition
|
Conflict is a meaningful
challenge provided by either an opponent or the gamification experience
itself. A player must actively defeat the player or the game.
Cooperation is working
together with others to achieve their mutual goal or objective. This is the
social aspect of gamification.
Competition occurs when
the opponents are unable to impede each other’s progress and instead focus
their effort on optimising their own performance.
|
|
Feedback
|
Conformational Feedback is
designed to indicate the degree of “rightness” or “wrongness” of a response,
action, or activity.
Corrective Feedback guides
the learner towards the correct instructional outcome.
Explanatory Feedback is
corrective but with the addition of the correct answer. This can also include
relevant information backing up the correct answer.
Diagnostic Feedback
attempts to diagnose why the incorrect response was chosen. This is used to
attempt to correct common misconceptions or ideas.
Natural Feedback is when
the learner receives feedback in the form of text or an explanation that
would be in the natural world.
Artificial Feedback is the
opposite of natural feedback and provides a response that would not be found
in the natural world.
|
|
Rewards and Achievements
|
Measurement Achievements
are given to the learner for completing a task certain level or checkpoint.
Completion Achievements are
awarded for completing a task or activity. This is not used for measuring the
quality of the completion.
|
|
Points, Badges, and
Leaderboards
|
Points help a player
identify how far they have progressed through the gamified experience. They
can literally be points or can have another abstract value attached to them
such as coins, money or objects. They are a visible sign of success or
progress.
Badges are awarded for
non-linear accomplishments. This can be a scoring streak or it can be for
collecting items that are not essential to winning. These can also be rewards
for learning certain non-essential information to encourage intrinsic
leaning.
Leaderboards display who
has earned the most points or awards in the gamified environment. This can
help engage students who focus on mastery and competition.
|
|
Levels
|
Basic is the first level
of the gamification experience. It guides the learner and sometimes teachers
the learner.
Intermediate level is
designer to be not too hard and not too easy. The level where most learners
will participate in the experience.
Hard is the most
difficult. With no help or guidance the learner must know what they are
doing.
|
|
Storytelling
|
Storytelling provides
context for the learning and should include characters, plot, tension, and
resolution
|
|
Failure and Replayability
|
Failure provides the
learning with the freedom to explore the learning environment and the
motivation to experiment with different or unusual things without the fear of
dire consequences.
Replayability adds the
chance to try something again from another angle or difficulty level. It
helps the learner to reconsider their approach to mastering the content or
winning.
|
|
Scoring
|
Scoring allows learners to
judge their progress and how much effort they want to put into a particular
activity.
|
|
Using this information we can quickly choose which elements
are most suited to our leaning outcomes and objectives laid out in the previous
mapping stage. Below is the planning items again, this time stripped back to
just the tasks. With each task/objective I will add in the game elements I wish
to include. Note that some of the elements on the previous map are already
present either prior to mapping, or added as suggestions by myself during the
mapping process.
Each lesson should also be encompassed with a structure
which includes a lesson leaderboard. This leaderboard should have individual
learner’s names as moveable plaques which can be placed in descending point
order on the leaderboard. Learners should be allowed to customise their own
name plaque. This leaderboard should be used on a lesson by lesson basis with
the score wiped clean each lesson.
Alternatively this score can be carried over for an entire term
or even the year, however this style of structural gamification will be covered
at a later date.
Opposing Forces
Demonstrate
Newton’s theories by dropping an apple and discuss gravity with the class.
|
|
Draw an object
on a table and show what forces are applied to that object.
|
|
Show students
how the ground is strong enough to counter gravity and how a weaker surface
can break due to gravity.
|
|
Friction
Objectives
|
Elements
|
Discus the
results of the car experiment
|
|
Discuss and
compare different surface types to test a sports shoe grip on.
(Combined with)
Test students
shoes with the newton meter
|
|
Air Resistance
Objectives
|
Elements
|
Experiment with paper-clips and spinners to show how shape, size, and weight distribution can
change the effects of wind resistance
|
|
Water Resistance
Objectives
|
Elements
|
Demonstrate how
different liquids have different properties on small objects such as pennies
(Combined with)
Drop two balls
from the same height on to the table. One through air and the other through
water (via tank) to show the effects of up thrust
|
|
Design I boat
that both floats, and moves the fastest/farthest when pushed through the
water.
|
|
Taking all of these elements forward I will new begin on refining these elements and where necessary adding a narrative into the gamified experience. This will serve to increase engagement. I will then take everything I have a reform it into an executable lesson plan.
References
Kapp, K. and Learning,
G. of (2014) Gamification of
learning. Available at:
http://www.lynda.com/Higher-Education-tutorials/Gamification-Learning/173211-2.html
(Accessed: 22 March 2016).
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