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You are a game designer at
SuperGame Corporation which has hit
some hard times lately.
It’s Friday 4:59 PM you and your
colleague have only one thing
on your mind.
Suddenly, your boss calls you
and your colleague into her office.
Ito and Jasmine come
into my office.
Yes?
Yes?
Look, someone
wants us to
create a game
about capturing
dragons.
It appears to be a
craze or something.
Working name is…
“Dragónmon Go”
You are competing
internally for the project.
Winning team earns the
right to work on the
project.
Each team will be
confronted with 3
questions.
The team that
correctly answers
the most questions
wins the work.
What about the other
team?
Losers are assigned
to the game
“watching paint
dry.”
Wow, I heard about that
project, it’s almost as fun
as… never mind. Dragon
Capturing is much better.
Get it
together.
Now let’s hear about
the dragon capturing
game.
First decision…..
Tell player three things they
need to know about capturing
dragons.
or
Begin by having player start
capturing dragons right away.
Begin by having player start
capturing dragons right away.
Application before mastery.
Why does this
answer make sense?
Not Sure?
Game designers know games
are engaging because they
require action right away.
Action draws in the player and
encourages further
engagement. Start by
capturing a dragon.
Too often learning
events are about
content and not about
action.
Game Design is
about action!
Solve a mystery.
Make the learners do something.
Answer a question.
Work a problem.
Make a decision.
Escape a room.
Play a game.
Here is a testing example,
half of a group of students
had to re-read content,
half had to answer quiz
questions after only seeing
the content for 4 minutes.
Wiklund-Hörnqvist, C., Jonsson, B., & Nyberg, L. (2014). Strengthening concept learning by
repeated testing. Scandinavian Journal of Psychology, 55(1), 10–16. http://doi.org/10.1111/sjop.12093
Participants who had been
tested (rather than re-
reading the material)
outperformed the other
students on three tests.
Wiklund-Hörnqvist, C., Jonsson, B., & Nyberg, L. (2014). Strengthening concept learning by
repeated testing. Scandinavian Journal of Psychology, 55(1), 10–16. http://doi.org/10.1111/sjop.12093
Think like a game
designer, think
action.
OK, next decision.
Provide map with locations of
all the dragons.
or
Create a sense of mystery
concerning location of the
dragons.
It is a good idea to build
curiosity and mystery into a
game.
Reveal locations of dragons
throughout the course of the
player’s journey.
Check out my notebook on
this subject.
A sense of suspense,
mystery and intrigue
draws people into games.
And it can draw
people into learning
as well.
Next question.
Should we make the game..
Easy
or
Challenging.
Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology
for educational reform. North Central Regional Educational Laboratory. [Online]. Available:
http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing
better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass. Chapter 2
“The Gamification of Learning and Instruction.”
It needs to be challenging.
Robert and Elizabeth Bjork.
Create “Desirable Difficulty.”
Research indicates that our
brains grow when we make a
mistake because it is a time of
struggle.
Moser, J. Schroder, H.S., Heeter, C., C., Moran, T.P., & Lee, Y.H. (2011) Mind your errors: Evidence for
a neural mechanism linking growth mindset to adaptive post error adjustments. Psychological
Science, 22, 1284-1489.
Encourage the
freedom to fail and
the chance to
struggle a bit in
learning events.
It aids in learning and
is motivational.
People are motivated
when they have
autonomy, mastery
and relatedness.
Isn’t that Self-Determination
Theory?
Why,
yes…yes it is.
Sailer, J., Hense, J. U., Mayr, S. K., & Mandi, H. (2017) How gamification motivates: An experimental study
of the effects of specific game design elements on psychological need satisfaction. Computers
In Human Behavior. Pp. 371-380.
The game elements of
badges, leaderboards, and
performance graphs
positively impact mastery and
task meaningfulness
The game elements of
avatars, meaningful
stories, and teammates
affect experiences of
social relatedness.
Sailer, J., Hense, J. U., Mayr, S. K., & Mandi, H. (2017) How gamification motivates: An experimental study
of the effects of specific game design elements on psychological need satisfaction. Computers
In Human Behavior. Pp. 371-380.
Lot of information,
thanks. So let me
ask one more
question.
Which team gets to
design “Dragónmon Go”?
Which team won?
Well, they are all
winners to me.
Ugh….
Tips
1) Begin with activity
2) Create curiosity
3) Create challenge
4) Use game elements
appropriately
Questions?

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Games, Gamification and Game-Thinking: Making a Impact with Learners

  • 1.
  • 2. You are a game designer at SuperGame Corporation which has hit some hard times lately.
  • 3. It’s Friday 4:59 PM you and your colleague have only one thing on your mind.
  • 4. Suddenly, your boss calls you and your colleague into her office. Ito and Jasmine come into my office.
  • 6. Look, someone wants us to create a game about capturing dragons. It appears to be a craze or something.
  • 8. You are competing internally for the project. Winning team earns the right to work on the project.
  • 9. Each team will be confronted with 3 questions. The team that correctly answers the most questions wins the work.
  • 10. What about the other team?
  • 11. Losers are assigned to the game “watching paint dry.”
  • 12. Wow, I heard about that project, it’s almost as fun as… never mind. Dragon Capturing is much better.
  • 13. Get it together. Now let’s hear about the dragon capturing game.
  • 15. Tell player three things they need to know about capturing dragons. or Begin by having player start capturing dragons right away.
  • 16. Begin by having player start capturing dragons right away. Application before mastery.
  • 17. Why does this answer make sense? Not Sure?
  • 18. Game designers know games are engaging because they require action right away.
  • 19. Action draws in the player and encourages further engagement. Start by capturing a dragon.
  • 20. Too often learning events are about content and not about action.
  • 22. Solve a mystery. Make the learners do something. Answer a question. Work a problem. Make a decision. Escape a room. Play a game.
  • 23. Here is a testing example, half of a group of students had to re-read content, half had to answer quiz questions after only seeing the content for 4 minutes. Wiklund-Hörnqvist, C., Jonsson, B., & Nyberg, L. (2014). Strengthening concept learning by repeated testing. Scandinavian Journal of Psychology, 55(1), 10–16. http://doi.org/10.1111/sjop.12093
  • 24. Participants who had been tested (rather than re- reading the material) outperformed the other students on three tests. Wiklund-Hörnqvist, C., Jonsson, B., & Nyberg, L. (2014). Strengthening concept learning by repeated testing. Scandinavian Journal of Psychology, 55(1), 10–16. http://doi.org/10.1111/sjop.12093
  • 25. Think like a game designer, think action.
  • 26. OK, next decision. Provide map with locations of all the dragons. or Create a sense of mystery concerning location of the dragons.
  • 27. It is a good idea to build curiosity and mystery into a game.
  • 28. Reveal locations of dragons throughout the course of the player’s journey.
  • 29. Check out my notebook on this subject.
  • 30.
  • 31.
  • 32.
  • 33. A sense of suspense, mystery and intrigue draws people into games.
  • 34. And it can draw people into learning as well.
  • 36. Should we make the game.. Easy or Challenging.
  • 37. Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass. Chapter 2 “The Gamification of Learning and Instruction.” It needs to be challenging.
  • 38. Robert and Elizabeth Bjork. Create “Desirable Difficulty.”
  • 39. Research indicates that our brains grow when we make a mistake because it is a time of struggle. Moser, J. Schroder, H.S., Heeter, C., C., Moran, T.P., & Lee, Y.H. (2011) Mind your errors: Evidence for a neural mechanism linking growth mindset to adaptive post error adjustments. Psychological Science, 22, 1284-1489.
  • 40. Encourage the freedom to fail and the chance to struggle a bit in learning events.
  • 41. It aids in learning and is motivational.
  • 42. People are motivated when they have autonomy, mastery and relatedness.
  • 45. Sailer, J., Hense, J. U., Mayr, S. K., & Mandi, H. (2017) How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers In Human Behavior. Pp. 371-380. The game elements of badges, leaderboards, and performance graphs positively impact mastery and task meaningfulness
  • 46. The game elements of avatars, meaningful stories, and teammates affect experiences of social relatedness. Sailer, J., Hense, J. U., Mayr, S. K., & Mandi, H. (2017) How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers In Human Behavior. Pp. 371-380.
  • 47. Lot of information, thanks. So let me ask one more question.
  • 48. Which team gets to design “Dragónmon Go”? Which team won?
  • 49. Well, they are all winners to me.
  • 51. Tips 1) Begin with activity 2) Create curiosity 3) Create challenge 4) Use game elements appropriately