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Gamification in Education by Selay Arkün Kocadere

This document summarizes the work of Dr. Selay Arkün Kocadere from Hacettepe University. It discusses gamification in education, providing definitions of gamification and examples of how game elements can be used to gamify educational activities and learning environments. Research is cited showing the positive effects of gamification on student enjoyment, motivation, engagement, and learning. Design tips are provided for effective gamification, such as determining goals, providing challenges that increase in difficulty, and considering different player types. Examples of a gamified workshop are described that incorporated game mechanics like tasks, materials, a game board, badges and levels. Results showed high student engagement and positive opinions about various game elements.

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0% found this document useful (0 votes)
167 views33 pages

Gamification in Education by Selay Arkün Kocadere

This document summarizes the work of Dr. Selay Arkün Kocadere from Hacettepe University. It discusses gamification in education, providing definitions of gamification and examples of how game elements can be used to gamify educational activities and learning environments. Research is cited showing the positive effects of gamification on student enjoyment, motivation, engagement, and learning. Design tips are provided for effective gamification, such as determining goals, providing challenges that increase in difficulty, and considering different player types. Examples of a gamified workshop are described that incorporated game mechanics like tasks, materials, a game board, badges and levels. Results showed high student engagement and positive opinions about various game elements.

Uploaded by

Alejandro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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G A M I F I C AT I O N

I N E D U C AT I O N
D R . S E L AY A R K Ü N KO C A D E R E
HACETTEPE UNIVERSITY
Papers about Gamification

Education Teaching Projects


Arkün-Kocadere, S. (xxxx).
Gamification Design Beyond
Leaderboards and Badges
Arkün-Kocadere, S. & Çağlar, Ş.
(xxxx). Gamification from
Ph.D. Math Teachers’ Player Type Perspective: A Case
IT in Education Adventure of ICT Study
Computer Education
and Instructional Educational Game Integration Arkün-Kocadere, S., & Samur,Y.
Technology Design EU Erasmus+ Project (2016). From games to
Human - Computer gamification.
Interaction (Usability) Searching for the
Labours of Hercules Çağlar, Ş., & Arkün Kocadere, S.
M.S. (2016). Possibility of motivating
Distance Education
WHO AM I?

EU Erasmus+ Project
Computer Education (Online Learning) different type of players in
and Instructional gamified learning
Technology Learning and Teaching Design of an Online environments.
Mathematics with Gamified Learning
Technology System Arkün-Kocadere, S. & Çağlar, Ş.
University Project (2015). The design and
Teaching Practice
B.A. & M.S. implementation of a gamified
Mathematics Project Development Development of a 3D assessment.
Education and Management Educational Mobile
Game Çağlar, Ş., & Arkün-Kocadere, S.
... (2015). Gamification in online
University Project
learning environments.
MY PRESENTATION

Games

Design
Examples &
Games Gamification Research
Gamification Results

19 October 2016 – JKU Linz


IT LEARN PLAY REPEAT
GAMES
WORLD GAME MARKET
ANNUAL GROWTH RATE
Pokémon GO has accrued more than

550 million
installs

$470 million
in revenues
in its first
80 DAYS.
Even without the release in some countries.
AGE / GENDER OF POKEMON USAGE TIME: POKEMON GO
GO PL AYERS VS SOCIAL MEDIA APPS
We usually
end up with
GAMIFICATION
GAMES IN Since 1980’s
we are
«chocolate IN EDUCATION
EDUCATION trying...
covered
broccoli»,
Expensive &
It is neither
Games are so hard to
powerful! entertaining
design.
nor
Why don‘t educating...
we use them
in education?

PS: I still believe the power of educational games!


GAMIFICATION
DEFINITON OF GAMIFICATION
• “The use of game design elements in non-game
contexts”
Deterding, Dixon, Khaled, & Nacke (2011)
• “The use of game elements and game-design
techniques in non-game contexts”.
Werbach, & Hunter (2012)
• “The process of game-thinking and game
mechanics to engage users and solve problems”
Zichermann, & Cunningham (2011)
GAMIFICATION IN EDUCATION?

• No «learning» or «teaching» in definitions.


• Because gamification is not limited with education.
• Although we have been using it for many years.
• Even before the definition of gamification.
• Check-in
• Comment

 Points,
 Badges,
 Status
 ...
GAMIFICATION
IN EDUCATION
EFFECTS OF
Effects Research

Enjoyment EFFECTS of Hew et al., 2016


De-Marcos et al., 2014
GAMES Arkün-Kocadere & Çağlar, 2015
Arkün-Kocadere & Çağlar, 2015
Flow Sillaots, 2014

Motivation Hew et al., 2016


Arkün-Kocadere & Çağlar, 2015
Domínguez et al., 2013
Su & Cheng, 2015
Sillaots, 2014

Engagement Simões, Redondo, & Vilas, 2013


Anderson et al., 2014
Akpolat & Slany, 2014
Ibanez et al., 2014

Learning Iosup, & Epema, 2014


Hew et al., 2016
... Barata et al., 2013
increase in voluntary participation Caton & Greenhill, 2014
Akpolat & Slany, 2014
increase in participation rate Buckley & Doyle, 2014
more qualified learning products Su & Cheng, 2015
Ibanez et al., 2014
more successful students De-Marcos et al., 2014
Arkün-Kocadere & Çağlar, 2015
higher achievement
F L OW C H A N N E L

WHY DO PLAYERS PLAY? ( C S I K S Z E N T M I H A LY I , 2 0 1 4 )

• To be active (movie, book)


• To have control over actions (chance? gambling)
• Have a chance to accomplish a task
• Clear goals and immediate feedback
• A challenging activity that requires skills
B A RT L E ’ S ( 1 9 9 6 )

WHY DO PLAYERS PLAY?


P L AY E R T Y P E S

• Always win?
• Emotional experience
• Achieve / Compete / Socialize / Explore
TIPS FOR GAMIFICATION DESIGN
• Determine a main aim and sub aims.
• Give them clear and small tasks.
CHALLENGE
• Tasks should get more difficult step by
step.
• Don’t let them fail in the beginning.
MASTERY PRACTICE
• Considering each player type, create a
challenge by using game elements
and mechanics.
KNOWLEDGE
• Let them take the control but don’t
allow them to get lost or stuck. Gee, 2014
GAME MECHANICS & ELEMENTS
• Challenge • Points
• Chance • Levels
• Reward • Leaderboard
• Progress • Content
• Status unlocking
• Collection • Avatar
• Transaction • Badges
• Competition • Virtual goods
• Story • Dashboards
• Collaboration • ...
• Feedback Werbach, &
Hunter,
• ... 2012
DESIGN
EX AMPLES
A GAMIFIED WORKSHOP*

19 high school students “Using ICT in Learning”


2 days - 10 hours

• Web tools
• Tasks

* Workshop held within the Searching for the Labours of Hercules EU Erasmus+ Project 2014-1-TR01-KA201-012990.
LEARNING ENVIRONMENT
COMPUTER LAB
Facebook Printed Game Board
• tasks • narrative
• materials • grades
• student products • collection items
• leaderboard • badges
• current level
GAME BOARD
RESULTS: ENGAGEMENT

Behavioral Emotional
3.0 / 4.0 3.4 / 4.0
RESULTS: OPINIONS ABOUT ELEMENTS

Team Gifting Story Badges Levels Points Transaction Collection Content Unlocking Leaderboard
RESULTS: COMPARISON Team

Gifting

Story

Badges

Levels

Points

Transaction

Collection

Content
Unlocking
Leaderboard
Workshop 1 Workshop 2
PLAYER TYPE
DIFFERENCES, • Leader
board
ELEMENTS & • ...

MECHANICS
ONLINE
EXAMPLE
Game Center

point point point point point

ELEMENTS
• Story
• Levels - Islands - Tasks
• Points & Leaderboard RESULTS
• Engagement
• Achievements (Map, Sword, Boat, etc.)
• Flow
• Badges
• Motivation
• Collection (Different jewels)
• Achievement
• Boss fight – Final exam
SUMMARY

• Gamification has the potential to support learning!


• But it is all about design.
• Future research:
 Design models
 Gamification tools
 ...
REFERENCES
• Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD research, 1(1), 19.
• Csikszentmihalyi, M. (2014), Flow. In Flow and the Foundations of Positive Psychology (pp.227-238).
Claremont, CA: Springer
• Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011), From game design elements to gamefulness: Defining
gamification. Paper presented at the Proceedings of the 15th International Academic MindTrek Conference:
Envisioning Future Media Environments.
• Dogtiev, A. (2016). Pokemon Go Usage ans Revenue Statistics
• Gee, J. P. (2014). 13 Principles of Game-based Learning,Video Games and Learning, Coursera.
• Newzoo (2015) Global report: US and China take half of $113bn games market in 2018.
• Rouse III, R. (2010). Game design: Theory and practice. Jones & Bartlett Learning.
• Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business: Wharton
Digital Press.
• Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and
mobile apps: “ O’Reilly Media, Inc.”

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