Day 46 of 366: A Day of Gamification Research, and a few thoughts on Diigo

I spent today reading. And, I read a lot. My goal was to read up on Gamification. I wanted to understand its history, its role in education, criticism of the concept, as well as ways to move forward with some ideas.

I used Diigo to capture my thoughts. There are four different colors of highlighting available, and I used the highlighters to denote each of these topics above. Yet, when I went to my library view, all of my highlights combined. This threw me for a loop, and I wasn’t able to process the thoughts the way I had hoped today. So, I will need to go back and review and rethink my research. That’s not all bad. There’s only so much Gamification my brain could handle today.  Below you’ll see my mess of thoughts from Diigo.  Realize, there is no real organization with this export. When I have process through the material, I will share here on the blog.

If you would simply like to see the list of Gamification sites that I visited today, you can check them out here: http://goo.gl/5CgNH

 

Note: The texts below are highlighted directly from resources and not my own thoughts yet.


    • Write your own gaming tool?

 

  • An MIT research team that explores the value of
    learning through games has just received a $3 million boost to create an MMOG–a
    massively multiplayer online game–specifically to teach math and biology to
    high schoolers.

 

  • The big question, of course — with this as with
    every new ed-tech development: does this actually improve learning? When is a
    educational game fun? What makes it engaging? What makes it actually
    educational?
  • www.kansascity.com
    | 12/13/2011 | Joe Robertson | Games are focus of Quest schools
    tags: gamification
  • Competition
    or Cooperation? Gamification Succeeds at Both | Gamification Blog
    tags: gamification

    • On Forbes a few weeks ago, author Haydn Shaughnessy
      looked
      at the rise of gamification
      and the return of game-like competition to the
      workplace.
    • On average, only 5% of players focus primarily on
      competition, whereas 75% are primarily collaborators.
    • Instead, managers and designers need to create a
      team environment where collaboration is the focus and collaborative results lead
      to a competitive advantage.
  • Gamifying
    Homework – ProfHacker – The Chronicle of Higher Education
    tags: gamification

    • social media tells us much, it’s that people will
      do *anything* for a virtual badge.
    • Critics warn that too-shallow an interpretation of
      game mechanics will lead either to an excessive focus
      on points
      , or to missing the open-ended
      possibilities of gaming
      .
    • Across those 400 students, 113 (28%!) willingly
      chose to take optional multiple choice quizzes.
  • Badgeville
    Education
    Why shouldn’t learning be fun? Whether your students
    have opted in to their educational experience, or are going through a required
    training program, adding a social rewards program turns a challenging experience
    into a challenge with obtainable victories along the way to the student’s final
    goal. With Badgeville, you can easily add real-time, social rewards to your
    education program.tags: gamification

    • Why shouldn’t learning be fun? Whether your
      students have opted in to their educational experience, or are going through a
      required training program, adding a social rewards program turns a challenging
      experience into a challenge with obtainable victories along the way to the
      student’s final goal. With Badgeville, you can easily add real-time, social
      rewards to your education program.
  • http://net.educause.edu/ir/library/pdf/ELI7075.pdftags: gamification
  • Lessons
    from the Trenches
    tags: gamification

    • we selected the term EduGame for its brevity and
      clarity and because it encompasses all games and simulations (video games,
      console games, and virtual worlds) used in classrooms.
    • Convincing all the stakeholders to support
      implementation of EduGames takes more effort and focus than do traditional
      supplemental materials.
    • Teachers must understand their role as content area
      experts.
    • EduGames must be aligned to
      standards.
    • Teachers must understand how the activities connect
      to the standards, what the goals are for the exercise, and which students it can
      benefit the most.
    • Mix game play with discussion, lecture, reading,
      and writing to gain the most benefits.
    • Given the novelty of game-based learning, many
      educators remain skeptical of the games’ ability to facilitate learning or to
      embed assessments appropriately. It is important to provide external validation
      of the learning that is taking place.
    • Treat gaming like you would a lab, as an
      opportunity for students to apply and test what they have learned. Set clear
      behavioral expectations, and make assessment results visible to all stakeholders
      to sustain support.
  • Why Education
    Needs to Get Its Game On
    tags: gamification

    • chools should not just prepare students to pass
      state assessments and standardized tests. We should also prepare them for the
      complex real-world situations they will certainly face. If we recalibrate our
      education system to meet the needs of the digital natives, we can produce eager,
      life-long learners who are well-equipped for 21st century
      careers.
    • For one, games can create a risk-free environment
      for learning and discovery. In most games, failure is a given. Often players
      must “die” several times before accruing the knowledge and skills necessary to
      win. Since a certain amount failure is normal within the game, players will
      naturally take the approach of trial and error to discover the path to
      success.
    • While this type of risk-free environment can be
      difficult to replicate in the classroom, educators and parents should keep in
      mind that creating opportunities for students to safely fail is the best way to
      ensure that real learning breakthroughs occur. Kids who are not frustrated by
      failure, who instead see it as part of the process, are less likely to give up
      on learning. This is a valuable lesson that can be modeled through learning
      games and applied in the real world.
    • good games are designed to make players want to
      work hard to achieve a goal. In the game world this is known as “grinding.”
      Grinding is the hard (often repetitive) work that is required to achieve a
      desired outcome.
    • The truth is that school doesn’t have to be as fun
      as World of Warcraft — it just has to be less boring than it is
      today
    • If we tap into motivational game dynamics like
      small achievable goals, desirable rewards, constant positive feedback and
      compelling interactive content, then we can design an educational experience
      that speaks to teens.
  • Clark
    Aldrich Designs: Using Serious Games and Simulations: A Quick and Dirty
    Guide
    The Eight C’s It is in the flow of enterprise skills
    that an organization has to ensure the value proposition of formal learning. The
    full equation looks something like: (Content * Curricula * Coaching *
    Certification * Community * Calling *day Care) / Cost, where each are defined as
    follows: Content: The material supporting any learning objective. Curricula: How
    the content is chosen, validated, organized, and presented. Coaching: The
    individual attention helping each student overcome their individual weaknesses,
    answers specific questions, and leverage their individual strengths, as well as
    provide motivation. Certification: Proof and documentation that a level of
    competency has been reached (which also provides motivation). Community: A group
    of peers that both make learning more effective and engaging. Calling: The
    vision and mission of the learning organization. day Care: The ability to house
    students for a specific time, including classrooms and even virtual environment
    tools. Cost: The amount of resources, including student time, a program
    requires.tags: gamification

    • A good educational simulation may look a lot like a
      casual computer game. It may have stylized, fast moving graphics. There may be a
      timer during some part of a level, and exaggerated consequences of failure. The
      person engaging the sim may look very much like a gamer, hunched over with a
      hand tightly grasped on the mouse and eyes riveted on the screen. The student
      may even be in a flow state, and having a lot of fun.
    • The Eight C’s

       

      It is in the flow of enterprise skills that an organization has to ensure the
      value proposition of formal learning. The full equation looks something like:
      (Content * Curricula * Coaching * Certification * Community * Calling *day Care)
      / Cost, where each are defined as follows:

       

        • Content: The material supporting any learning objective.
        • Curricula: How the content is chosen, validated, organized, and
          presented.
        • Coaching: The individual attention helping each student overcome their
          individual weaknesses, answers specific questions, and leverage their individual
          strengths, as well as provide motivation.
        • Certification: Proof and documentation that a level of competency has been
          reached (which also provides motivation).
        • Community: A group of peers that both make learning more effective and
          engaging.
        • Calling: The vision and mission of the learning organization.
        • day Care: The ability to house students for a specific time, including
          classrooms and even virtual environment tools.
        • Cost: The amount of resources, including student time, a program
          requires.
  • A
    Neurologist Makes the Case for the Video Game Model as a Learning Tool |
    Edutopia
    tags: gamification

    • The popularity of video games is not the enemy of
      education, but rather a model for best teaching strategies. Games insert players
      at their achievable challenge level and reward player effort and practice
      with acknowledgement of incremental goal progress, not just final
      product. The fuel for this process is the pleasure experience related to the
      release of dopamine.
    • After making a prediction, choice, or action, and
      receiving feedback that it was correct, the reward from the release of dopamine
      prompts the brain seek future opportunities to repeat the
      action.
    • If there is no risk, there is no reward. If there
      is no challenge, such as adding single digit numbers by a student who has
      achieved mastery in adding double-digit numbers, there is activation of the
      dopamine-reward network.
    • Individualized achievable challenge level is
      one where a task, action, or choice is not so easy as to be essentially
      automatic or 100% successful.
    • The brain operates to conserve its resources unless
      the energy cost is low or the expectation of reward is high. In the classroom,
      that is the ideal level of instructional challenge for student
      motivation.
    • Students working toward clear, desirable goals
      within their range of perceived achievable challenge, reach levels of engagement
      much like the focus and perseverance we see when they play their video
      games
    • Gamers reportedly make errors 80% of the time, but
      the most compelling games give hints, cues, and other feedback so players’
      brains have enough expectation of dopamine reward to persevere.
    • The player gains points or tokens for small
      incremental progress and ultimately the powerful feedback of the success of
      progressing to the next level. This is when players seek “harder
      work”.
    • However, individualized instruction, assignments,
      and feedback, that allow students to consistently work at their individualized
      achievable challenge levels, are time-consuming processes not possible for
      teachers to consistently provide all students.
    • Compared to an adult brain, a young brain needs
      more frequent dopamine boosts to sustain effort, persevere through challenges
      and setbacks, and build the trait of resilience. The brain’s prefrontal cortex,
      with its executive functions
  • Projects | Filament
    Games
    tags: gamification games interactive simulations
  • Learning games that shine | Filament
    Games
    tags: gamification learninggames

Posted from Diigo. The rest of my favorite links are
here.