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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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